﻿#namespace = ep3_story_cycle_harrying
#
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##⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⡏⠀⠈⠁⠘⠿⠟⠛⢉⣽⣿⠃⠀⠀
##⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⡘⠃⠀⠀⠀⠀⠀⠀⢰⣿⣿⣋⣀⡄⠀
##⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣠⣾⣿⣿⣦⠀⠀⠀⠀⠀⣀⣬⣿⣿⡿⠋⠀⠀
##⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⣿⣿⣿⣷⣄⠀⣀⣀⣻⣿⣏⣉⠀⠀⠀⠀
##⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⣦⡙⢿⣿⣿⣿⣿⣿⡷⠈⠙⠛⠛⠋⠁⠀⠀⠀⠀
##⠀⠀⠀⠀⠀⠀⠀⢀⣴⣿⣿⣿⣿⣄⠙⢿⠿⠛⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
##⠀⠀⠀⠀⠀⠀⣠⣿⣿⣿⣿⣿⡿⠛⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
##⠀⠀⠀⠀⢠⣾⣿⣿⣿⣿⠟⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
##⠀⠀⢀⣴⣿⣿⣿⠿⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
##⠀⠠⣿⣿⠟⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
##⠀⠀⠉⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
#
#### Maintenance events
### 0001-0999
## by Nick Meredith
#
## Harrying ends - the Aethelings are no more
#ep3_story_cycle_harrying.0001 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.0001.t
#	desc = {
#		desc = ep3_story_cycle_harrying.0001.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					this = scope:ruler_england
#				}
#				desc = ep3_story_cycle_harrying.0001.desc.william
#			}
#			triggered_desc = {
#				trigger = {
#					this = character:90028
#				}
#				desc = ep3_story_cycle_harrying.0001.desc.hereward
#			}
#			desc = ep3_story_cycle_harrying.0001.desc.therest
#		}
#	}
#
#	theme = harrying
#	left_portrait = {
#		character = root
#		animation = thinking
#	}
#	right_portrait = {
#		trigger = { root != this }
#		character = scope:ruler_england
#		animation = personality_honorable
#	}
#
#	immediate = {
#		title:k_england.holder = {
#			save_scope_as = ruler_england
#		}
#		title:k_england = {
#			save_scope_as = england
#		}
#		custom_tooltip = harrying_end
#	}
#
#	option = { # Hereward
#		name = ep3_story_cycle_harrying.0001.a
#
#		trigger = {
#			this = character:90028
#		}
#
#		stress_impact = {
#			base = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { #William
#		name = ep3_story_cycle_harrying.0001.b
#
#		trigger = {
#			this = scope:ruler_england
#		}
#
#		stress_impact = {
#			base = major_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { #All others
#		name = ep3_story_cycle_harrying.0001.b
#
#		trigger = {
#			NOR = {
#				this = scope:ruler_england
#				this = character:90028
#			}
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#}
#
## Harrying ends - an Aetheling rules
#ep3_story_cycle_harrying.0002 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.0002.t
#	desc = {
#		desc = ep3_story_cycle_harrying.0002.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					this = scope:ruler_england
#				}
#				desc = ep3_story_cycle_harrying.0002.desc.ruler
#			}
#			triggered_desc = {
#				trigger = {
#					this = character:90028
#				}
#				desc = ep3_story_cycle_harrying.0002.desc.hereward
#			}
#			desc = ep3_story_cycle_harrying.0002.desc.therest
#		}
#	}
#	theme = harrying
#	left_portrait = {
#		character = root
#		animation = thinking
#	}
#	right_portrait = {
#		trigger = { root != this }
#		character = scope:ruler_england
#		animation = personality_honorable
#	}
#
#	immediate = {
#		title:k_england.holder = {
#			save_scope_as = ruler_england
#		}
#		title:k_england = {
#			save_scope_as = england
#		}
#		custom_tooltip = harrying_end
#	}
#
#	option = { # Hereward
#		name = ep3_story_cycle_harrying.0002.a
#
#		trigger = {
#			this = character:90028
#		}
#
#		stress_impact = {
#			base = medium_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { # Ruler
#		name = ep3_story_cycle_harrying.0002.b
#
#		trigger = {
#			this = scope:ruler_england
#		}
#
#		stress_impact = {
#			base = major_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { #All others
#		name = ep3_story_cycle_harrying.0002.b
#
#		trigger = {
#			NOR = {
#				this = scope:ruler_england
#				this = character:90028
#			}
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#}
#
## Harrying ends - neither Normans nor Aethelings rule
#ep3_story_cycle_harrying.0003 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.0003.t
#	desc = ep3_story_cycle_harrying.0003.desc
#	theme = harrying
#	left_portrait = {
#		character = root
#		animation = thinking
#	}
#	right_portrait = {
#		trigger = { root != this }
#		character = scope:ruler_england
#		animation = personality_honorable
#	}
#
#	immediate = {
#		title:k_england.holder = {
#			save_scope_as = ruler_england
#		}
#		title:k_england = {
#			save_scope_as = england
#		}
#		custom_tooltip = harrying_end
#	}
#
#	option = { # Hereward
#		name = ep3_story_cycle_harrying.0003.a
#
#		trigger = {
#			this = character:90028
#		}
#
#		stress_impact = {
#			base = minor_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { # Ruler
#		name = ep3_story_cycle_harrying.0003.b
#
#		trigger = {
#			this = scope:ruler_england
#		}
#
#		stress_impact = {
#			base = major_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { #All others
#		name = ep3_story_cycle_harrying.0003.b
#
#		trigger = {
#			NOR = {
#				this = scope:ruler_england
#				this = character:90028
#			}
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#}
#
## Harrying ends - 100 years have passed
#ep3_story_cycle_harrying.0004 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.0004.t
#	desc = {
#		desc = ep3_story_cycle_harrying.0004.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					this = scope:ruler_england
#				}
#				desc = ep3_story_cycle_harrying.0004.desc.ruler
#			}
#			triggered_desc = {
#				trigger = {
#					this.culture = culture:anglo_saxon
#				}
#				desc = ep3_story_cycle_harrying.0004.desc.anglo_saxon
#			}
#			desc = ep3_story_cycle_harrying.0004.desc.therest
#		}
#	}
#	theme = harrying
#	left_portrait = {
#		character = root
#		animation = thinking
#	}
#	right_portrait = {
#		trigger = { root != this }
#		character = scope:ruler_england
#		animation = personality_honorable
#	}
#
#	immediate = {
#		title:k_england.holder = {
#			save_scope_as = ruler_england
#		}
#		title:k_england = {
#			save_scope_as = england
#		}
#		custom_tooltip = harrying_end
#	}
#
#	option = { # Anglo-Saxons
#		name = ep3_story_cycle_harrying.0004.a
#
#		trigger = {
#			this.culture = culture:anglo_saxon
#		}
#
#		stress_impact = {
#			base = minor_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { # Ruler
#		name = ep3_story_cycle_harrying.0004.b
#
#		trigger = {
#			this = scope:ruler_england
#		}
#
#		stress_impact = {
#			base = major_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { #All others
#		name = ep3_story_cycle_harrying.0004.b
#
#		trigger = {
#			NOR = {
#				this = scope:ruler_england
#				this.culture = culture:anglo_saxon
#			}
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#}
#
###################################################
## William Events
## by Nick Meredith
## 1000-1999
###################################################
#
##Burn crops
##Burn down villages
##Construct castles
##Improve infrastructure North/South
##Revoke titles
##Slaughter supposed conspirators
##Build spy network
##Rebuild villages in grids
##Decide the fate of a captive Aetheling
##Receive a desperate northerner
##Mutilate a captive
#
## Burn crops
#ep3_story_cycle_harrying.1000 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.1000.t
#	desc = ep3_story_cycle_harrying.1000.desc
#	theme = harrying
#	left_portrait = {
#		character = root
#		animation = scheme
#	}
#	right_portrait = {
#		character = scope:aetheling
#		animation = anger
#	}
#	cooldown = { years = 10 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		any_vassal = {
#			culture = culture:anglo_saxon
#			highest_held_title_tier > tier_county
#		}
#	}
#
#	immediate = {
#		random_vassal = {
#			limit = {
#				culture = culture:anglo_saxon
#				highest_held_title_tier > tier_county
#			}
#			save_scope_as = aetheling
#		}
#		scope:aetheling.primary_title = {
#			save_scope_as = crop_duchy
#		}
#		ep3_harrying_widget_setup_effect = yes
#
#		save_scope_as = root_scope
#	}
#
#	option = { #Burn all the crops
#		name = ep3_story_cycle_harrying.1000.a
#
#		add_dread = medium_dread_gain
#
#		add_tyranny = minor_tyranny_gain
#
#		ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value }
#
#		scope:crop_duchy = {
#			change_county_control = 15
#			every_direct_de_jure_vassal_title = {
#				custom = every_county_in_duchy_aetheling
#				add_county_modifier = {
#					modifier = all_crops_burned
#					years = 5
#				}
#			}
#		}
#
#		culture = {
#			change_cultural_acceptance = {
#				target = scope:aetheling.culture
#				value = minor_cultural_acceptance_loss
#				desc = harrying_of_the_north_tt
#			}
#		}
#
#		stress_impact = {
#			wrathful = miniscule_stress_impact_loss
#			sadistic = miniscule_stress_impact_loss
#			vengeful = minor_stress_impact_loss
#			compassionate = major_stress_impact_gain
#			forgiving = medium_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 1
#				ai_compassion = -1
#			}
#		}
#	}
#
#	option = { #Burn most of them, leaving enough for subsistence
#		name = ep3_story_cycle_harrying.1000.b
#
#		add_dread = minor_dread_gain
#
#		scope:crop_duchy = {
#			change_county_control = 5
#			every_direct_de_jure_vassal_title = {
#				custom = every_county_in_duchy_aetheling
#				add_county_modifier = {
#					modifier = crops_burned
#					years = 5
#				}
#			}
#		}
#
#		culture = {
#			change_cultural_acceptance = {
#				target = scope:aetheling.culture
#				value = miniscule_cultural_acceptance_loss
#				desc = harrying_of_the_north_tt
#			}
#		}
#
#		stress_impact = {
#			calm = miniscule_stress_impact_loss
#			vengeful = miniscule_stress_impact_loss
#			wrathful = minor_stress_impact_gain
#			forgiving = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 0.5
#				ai_compassion = -0.5
#			}
#		}
#	}
#
#	option = { #Exact a levy of crops
#		name = ep3_story_cycle_harrying.1000.c
#
#		add_treasury_or_gold = medium_treasury_or_gold_value
#
#		scope:crop_duchy = {
#			change_county_control = -10
#			every_direct_de_jure_vassal_title = {
#				custom = every_county_in_duchy_aetheling
#				add_county_modifier = {
#					modifier = crop_levy
#					years = 5
#				}
#			}
#		}
#
#		every_vassal = {
#			custom = every_minority_vassal
#			vassal_stance = minority
#			add_opinion = {
#				target = root 
#				modifier = annoyed_opinion
#				opinion = -15
#			}
#		}	
#
#		stress_impact = {
#			sadistic = medium_stress_impact_gain
#			vengeful = major_stress_impact_gain
#			compassionate = miniscule_stress_impact_loss
#			forgiving = minor_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = -1
#				ai_compassion = 1
#			}
#		}
#	}
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
## Build on the Great North Road
#ep3_story_cycle_harrying.1005 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.1005.t
#	desc = ep3_story_cycle_harrying.1005.desc
#	theme = harrying
#	left_portrait = {
#		character = root
#		animation = thinking
#	}
#	right_portrait = {
#		character = scope:marshal
#		animation = chancellor
#	}
#	cooldown = { years = 10 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		any_vassal = {
#			culture = culture:anglo_saxon
#		}
#		OR = { #Ensure owns at least one county on the route
#			has_title = title:c_middlesex
#			has_title = title:c_hertfordshire
#			has_title = title:c_bedford
#			has_title = title:c_northamptonshire
#			has_title = title:c_leicestershire
#			has_title = title:c_nottinghamshire
#			has_title = title:c_west_riding
#		}
#		exists = cp:councillor_marshal
#	}
#
#	immediate = {
#		every_county_in_region = {
#			region = world_europe_west_britannia
#			limit = { # All counties along the Great North Road...ish
#				OR = {
#					this = title:c_middlesex
#					this = title:c_hertfordshire
#					this = title:c_bedford
#					this = title:c_northamptonshire
#					this = title:c_leicestershire
#					this = title:c_nottinghamshire
#					this = title:c_west_riding
#				}
#				OR = {
#					holder = root
#					holder.top_liege = root
#				}
#			}
#			add_to_list = great_north_road
#		}
#		cp:councillor_marshal = {
#			save_scope_as = marshal
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Rebuild and stock the road with armed guards
#		name = ep3_story_cycle_harrying.1005.a
#
#		remove_treasury_or_gold = major_treasury_or_gold_value
#
#		every_in_list = {
#			list = great_north_road
#			custom = ep3_story_cycle_harrying.1005.a.tt
#			add_county_modifier = {
#				modifier = ep3_gnr_guards_modifier
#				years = 15
#			}
#		}
#
#		stress_impact = {
#			craven = miniscule_stress_impact_loss
#			diligent = miniscule_stress_impact_loss
#			lazy = minor_stress_impact_gain
#			greedy = medium_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_rationality = 1
#				ai_greed = -1
#			}
#		}
#	}
#
#	option = { #Rebuild the road
#		name = ep3_story_cycle_harrying.1005.b
#
#		remove_treasury_or_gold = major_treasury_or_gold_value
#
#		every_in_list = {
#			list = great_north_road
#			custom = ep3_story_cycle_harrying.1005.a.tt
#			add_county_modifier = {
#				modifier = ep3_gnr_modifier
#				years = 10
#			}
#		}
#
#		stress_impact = {
#			diligent = miniscule_stress_impact_loss
#			lazy = miniscule_stress_impact_gain
#			greedy = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = -0.5
#			}
#		}
#	}
#
#	option = { #Destroy the northern parts of the road; deny them the passage
#		name = ep3_story_cycle_harrying.1005.c
#
#		ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value }
#
#		every_in_list = {
#			list = great_north_road
#			custom = ep3_story_cycle_harrying.1005.c.tt1
#			limit = {
#				holder.culture = culture:anglo_saxon
#			}
#			add_county_modifier = {
#				modifier = ep3_gnr_negative_modifier
#				years = 10
#			}
#		}
#
#		stress_impact = {
#			callous = miniscule_stress_impact_loss
#			sadistic = miniscule_stress_impact_loss
#			greedy = miniscule_stress_impact_loss
#			vengeful = minor_stress_impact_loss
#			compassionate = medium_stress_impact_gain
#			just = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 1
#				ai_compassion = -1
#			}
#		}
#	}
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
## Decide the fate of a captive Aetheling
#ep3_story_cycle_harrying.1010 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.1010.t
#	desc = ep3_story_cycle_harrying.1010.desc
#	theme = harrying
#	override_background = { reference = dungeon }
#	left_portrait = {
#		character = root
#		animation = spymaster
#	}
#	right_portrait = {
#		character = scope:captured
#		animation = prisondungeon
#	}
#	cooldown = { years = 10 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		any_prisoner = {
#			is_ai = yes
#			is_adult = yes
#			culture = culture:anglo_saxon
#			is_lowborn = no
#		}
#	}
#
#	immediate = {
#		save_scope_as = actor
#		random_prisoner = {
#			limit = {
#				is_ai = yes
#				is_adult = yes
#				culture = culture:anglo_saxon
#				is_lowborn = no
#			}
#			save_scope_as = captured
#			save_scope_as = recipient
#		}
#		save_scope_as = root_scope #for tooltip
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Kill him
#		name = ep3_story_cycle_harrying.1010.a
#
#		execute_prisoner_effect = {
#			VICTIM = scope:captured
#			EXECUTIONER = root
#		}
#
#		ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#		ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value }
#
#		stress_impact = {
#			callous = miniscule_stress_impact_loss
#			sadistic = miniscule_stress_impact_loss
#			vengeful = miniscule_stress_impact_loss
#			compassionate = major_stress_impact_gain
#			just = major_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 1
#				ai_honor = -1
#			}
#		}
#	}
#
#	option = { #Mutilate and release him
#		name = ep3_story_cycle_harrying.1010.b
#
#		add_dread = miniscule_dread_gain
#
#		disfigure_recipient_effect = yes
#		torture_blind_castrate_disfigure_opinion_effect = { VERB = disfigured }
#
#		stress_impact = {
#			sadistic = minor_stress_impact_loss
#			compassionate = medium_stress_impact_gain
#			just = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 0.5
#				ai_honor = -0.5
#			}
#		}
#	}
#
#	option = { #You will be a Norman, now
#		name = ep3_story_cycle_harrying.1010.c
#
#		duel = {
#			skills = { diplomacy intrigue }
#			target = scope:captured
#			50 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.1010.c.success
#
#				show_as_tooltip = { #To resolve in follow-up, due to learn language scheme
#					scope:captured = {
#						set_culture = culture:norman
#					}
#				}
#
#				trigger_event = {
#					id = ep3_story_cycle_harrying.1011
#					days = { 1 2 }
#				}
#			}
#			50 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.1010.c.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.1010.c.failure
#	
#					add_prestige = medium_prestige_loss
#					every_vassal = { 
#						vassal_stance = glory_hound
#						custom = every_glory_hound_vassal
#						add_opinion = {
#							modifier = tournament_mocked_opinion #Re-using
#							target = root
#							opinion = -15
#						}
#					}
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = -1
#				ai_compassion = 1
#			}
#		}
#	}
#
#	option = { #Let them rot
#		name = ep3_story_cycle_harrying.1010.d
#
#		add_character_modifier = {
#			modifier = ep3_honourable_jailor_modifier
#			years = 15
#		}
#
#		stress_impact = {
#			base = miniscule_stress_impact_loss
#			sadistic = major_stress_impact_gain
#			compassionate = miniscule_stress_impact_loss
#			just = miniscule_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = -1
#				ai_compassion = 1
#			}
#		}
#	}
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
##Follow-up on acceptance
#ep3_story_cycle_harrying.1011 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.1011.t
#	desc = {
#		desc = ep3_story_cycle_harrying.1011.desc
#		triggered_desc = {
#			trigger = {
#				scope:spouse_courtier = {
#					exists = this 
#				}			
#			}
#			desc = ep3_story_cycle_harrying.1011.desc.spouse
#		}
#	}
#	theme = harrying
#	left_portrait = {
#		character = root
#		animation = thinking
#	}
#	right_portrait = {
#		character = scope:captured
#		animation = happiness
#	}
#	lower_center_portrait = {
#		trigger = {
#			scope:spouse_courtier = {
#				exists = this
#			}
#		}
#		character = scope:spouse_courtier
#	}
#	cooldown = { years = 10 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	immediate = {
#		if = { #Ugly if/else block starts here!
#			limit = {
#				scope:captured = {
#					can_marry_common_trigger = yes
#					is_betrothed = no
#				}
#			}
#			if = { #Grab a courtier
#				limit = {
#					any_courtier = {
#						can_marry_character_trigger = { CHARACTER = scope:captured }
#						sex_opposite_of = scope:captured
#						culture = culture:norman
#						age > scope:captured.age_plus_10
#						age < scope:captured.age_minus_10
#					}
#				}
#				random_courtier = {
#					limit = {
#						sex_opposite_of = scope:captured
#						can_marry_character_trigger = { CHARACTER = scope:captured }
#						culture = culture:norman
#						age > scope:captured.age_plus_10
#						age < scope:captured.age_minus_10
#					}
#					weight = {
#						base = 1
#						modifier = {
#							factor = 10
#							is_lowborn = no #Always good to do noble marriages where possible
#						}
#						modifier = {
#							factor = 5
#							is_close_or_extended_family_of = root #And what nobler than the king?
#						}
#					}
#					save_scope_as = spouse_courtier
#				}
#			}
#			else = { #Just in case
#				hidden_effect = {
#					create_character = {
#						location = root.location
#						random_traits = yes
#						faith = root.faith
#						culture = culture:norman
#						age = scope:captured.age
#						gender_female_chance = {
#							if = {
#								limit = { scope:captured = { is_female = yes } }
#								add = 0
#							}
#							else = { add = 100 }
#						}
#						save_scope_as = spouse_courtier
#					}
#				}
#			}
#		}
#
#		if = { #Just to ensure she's actually part of your court, if generated
#			limit = {
#				scope:spouse_courtier = {
#					exists = this
#					NOT = {
#						is_courtier_of = root
#					}
#				}
#			}
#			hidden_effect = {
#				add_courtier = scope:spouse_courtier
#			}
#		}
#
#		ep3_harrying_widget_setup_effect = yes
#
#		ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value }
#	}
#
#	option = { #You'll get married to a nice Norman lad/lass! Also learn the language
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { 
#							scope:spouse_courtier = {
#								exists = this 
#							}
#						}
#						desc = ep3_story_cycle_harrying.1011.a.spouselanguage
#					}
#					desc = ep3_story_cycle_harrying.1011.a.language
#				}
#			}
#		}
#
#		scope:captured = {
#			if = {
#				limit = {
#					scope:spouse_courtier = {
#						exists = this
#					}
#				}
#				marry = scope:spouse_courtier
#			}
#			if = {
#				limit = {
#					can_start_scheme = {
#						type = learn_language
#						target_character = root
#					}
#				}
#				start_scheme = {
#					type = learn_language
#					target_character = root
#				}
#			}
#			release_from_prison = yes
#			if = {
#				limit = {
#					highest_held_title_tier = tier_unlanded
#				}
#				change_liege = {
#					liege = root
#					change = scope:change
#				}
#				add_courtier = scope:captured
#			}
#		}
#
#		reverse_add_opinion = {
#			modifier = grateful_opinion
#			target = scope:captured
#			opinion = 35
#		}
#
#		stress_impact = {
#			diligent = miniscule_stress_impact_loss
#			patient = miniscule_stress_impact_loss
#			lazy = miniscule_stress_impact_gain
#			impatient = miniscule_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = -1
#				ai_compassion = 1
#			}
#		}
#	}
#
#	option = { #Go now, and be free
#		name = ep3_story_cycle_harrying.1011.b
#
#		scope:captured = {
#			release_from_prison = yes
#			if = {
#				limit = {
#					highest_held_title_tier = tier_unlanded
#				}
#				change_liege = {
#					liege = root
#					change = scope:change
#				}
#			}
#		}
#
#		stress_impact = {
#			diligent = miniscule_stress_impact_loss
#			patient = miniscule_stress_impact_loss
#			lazy = miniscule_stress_impact_gain
#			impatient = miniscule_stress_impact_gain
#		}
#
#		reverse_add_opinion = {
#			modifier = grateful_opinion
#			target = scope:captured
#			opinion = 50
#		}
#
#		ai_chance = {
#			base = 75
#			ai_value_modifier = {
#				ai_compassion = 0.5
#				ai_honor = 1
#			}
#		}
#	}
#
#	after = {
#		hidden_effect = {
#			scope:captured = {
#				set_culture = culture:norman
#			}
#		}
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
#scripted_trigger harrying_1015_trigger = {
#	culture = culture:anglo_saxon
#	highest_held_title_tier > tier_county	
#	any_held_title = {
#		tier = tier_county
#		is_landless_type_title = no
#		any_county_province = {
#			has_holding = yes
#			num_buildings > 0
#		}
#	}
#}
#
## Punish a village
#ep3_story_cycle_harrying.1015 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.1015.t
#	desc = ep3_story_cycle_harrying.1015.desc
#	theme = harrying
#	override_background = { reference = burning_building }
#	override_effect_2d = smoke
#	left_portrait = {
#		character = root
#		animation = rage
#	}
#	cooldown = { years = 10 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		any_vassal = {
#			harrying_1015_trigger = yes	
#		}
#	}
#
#	immediate = {
#		random_vassal = {
#			limit = { 
#				harrying_1015_trigger = yes
#			}
#			save_scope_as = vassal
#			random_held_title = {
#				limit = {
#					tier = tier_county
#					is_landless_type_title = no
#					any_county_province = {
#						has_holding = yes
#						num_buildings > 0
#					}
#				}
#				random_county_province = {
#					limit = {
#						has_holding = yes
#						num_buildings > 0
#					}
#					save_scope_as = offending_village	
#					every_neighboring_province = { add_to_list = resettlement_villages }
#					hidden_effect = { destroy_random_building_variable_effect = yes }
#				}
#			}
#		}
#		save_scope_as = root_scope #for tooltip
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Burn it to cinders
#		name = ep3_story_cycle_harrying.1015.a
#
#		ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value }
#
#		scope:offending_village = {
#			destroy_random_building_effect = yes
#			add_province_modifier = {
#				modifier = ep3_smouldering_village
#				years = 15
#			}
#		}
#
#		stress_impact = {
#			callous = minor_stress_impact_loss
#			sadistic = minor_stress_impact_loss
#			vengeful = minor_stress_impact_loss
#			compassionate = major_stress_impact_gain
#			just = major_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 1
#				ai_honor = -1
#			}
#		}
#	}
#
#	option = { #Resettle the residents
#		name = ep3_story_cycle_harrying.1015.b
#		trigger = {
#			any_in_list = {
#				list = resettlement_villages
#				count >= 1
#			}
#		}
#
#		scope:offending_village = {
#			add_province_modifier = {
#				modifier = ep3_resettled_village
#				years = 15
#			}
#		}
#
#		every_in_list = {
#			list = resettlement_villages
#			custom = all_neighbouring_villages
#			add_province_modifier = {
#				modifier = ep3_population_boost
#				years = 15
#			}
#		}
#
#		stress_impact = {
#			sadistic = minor_stress_impact_loss
#			compassionate = medium_stress_impact_gain
#			just = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 0.5
#				ai_honor = -0.5
#			}
#		}
#	}
#
#	option = { #Leave it be
#		name = ep3_story_cycle_harrying.1015.c
#
#		ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#
#		add_tyranny = minor_tyranny_loss
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = -1
#				ai_compassion = 1
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
###################################################
## Aetheling Events
## by Nick Meredith
## 2000-2999
###################################################
#
##Appeal for Scottish help
##Bleddyn allies with Anglo-Saxons
##Welsh raids into Herefordshire
##Send messages to Europe for knights
##Stoke flames across the country
#
## Recruit levies from starving men
#ep3_story_cycle_harrying.2000 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.2000.t
#	desc = {
#		desc = ep3_story_cycle_harrying.2000.desc
#		triggered_desc = {
#			trigger = {
#				NOR = {
#					has_trait = callous
#					has_trait = sadistic
#				}
#			}
#			desc = ep3_story_cycle_harrying.2000.notcallous
#		}
#	}
#	theme = harrying
#	override_background = { reference = alley_day }
#	left_portrait = {
#		character = root
#		animation = sadness
#	}
#	right_portrait = {
#		character = scope:starving_man
#		animation = beg
#	}
#	cooldown = { years = 10 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_available = yes
#		location = root.capital_province
#		exists = root.cp:councillor_marshal
#	}
#
#	immediate = {
#		location = {
#			save_scope_as = location
#		}
#		top_liege = {
#			save_scope_as = william
#		}
#		hidden_effect = {
#			random_dummy_gender_effect = yes
#			create_character = {
#				template = new_warrior_character
#				location = root.location
#				culture = culture:anglo_saxon
#				faith = root.location.faith
#				gender_female_chance = root_soldier_female_chance
#				save_scope_as = starving_man
#			}
#			scope:starving_man = {
#				change_current_weight = -50
#			}
#		}
#		root.cp:councillor_marshal = {
#			save_scope_as = marshal
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #All of you; you're all hired.
#		name = ep3_story_cycle_harrying.2000.a
#
#		remove_short_term_gold = major_gold_value
#
#		ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#
#		add_prestige = medium_prestige_gain
#
#		scope:location.county = {
#			add_county_modifier = {
#				modifier = ep3_paid_grains
#				years = 10
#			}
#		}
#
#		trigger_event = {
#			id = ep3_story_cycle_harrying.2001
#			days = { 3 6 }
#		}
#
#		stress_impact = {
#			greedy = medium_stress_impact_gain
#			callous = minor_stress_impact_gain
#			compassionate = minor_stress_impact_loss
#			generous = medium_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = -1
#				ai_compassion = 1
#			}
#		}
#	}
#
#	option = { #I'll hire you, fine gentleman
#		name = ep3_story_cycle_harrying.2000.b
#
#		remove_short_term_gold = minor_gold_value
#
#		add_courtier = scope:starving_man
#
#		stress_impact = {
#			greedy = minor_stress_impact_gain
#			callous = minor_stress_impact_gain
#			compassionate = minor_stress_impact_loss
#			generous = minor_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = -0.5
#				ai_compassion = 1
#			}
#		}
#	}
#
#	option = { #Maybe I can try intervening myself?
#		name = ep3_story_cycle_harrying.2000.c
#
#		duel = {
#			skill = stewardship
#			value = decent_skill_rating
#			60 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.2000.c.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.2000.c.success
#	
#					ep3_decrease_pacification_effect = yes
#
#					scope:location.county = {
#						add_county_modifier = {
#							modifier = ep3_innovative_farming_techniques
#							years = 10
#						}
#					}
#				}
#			}
#			40 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.2000.c.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.2000.c.failure
#	
#					add_prestige = minor_prestige_loss
#					ep3_decrease_resistance_effect = yes
#				}
#			}
#		}
#
#		stress_impact = {
#			greedy = minor_stress_impact_loss
#			generous = minor_stress_impact_gain
#			lazy = minor_stress_impact_gain
#			diligent = minor_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = 1
#				ai_compassion = -0.5
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
##You gain event troops!
#ep3_story_cycle_harrying.2001 = {
#	type = letter_event
#	opening = ep3_story_cycle_harrying.2001.opening
#	desc = ep3_story_cycle_harrying.2001.desc
#	sender = scope:marshal
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#	}
#
#	immediate = {
#		add_stress = minor_stress_loss
#	}
#
#	option = { # Wooo!
#		name = ep3_story_cycle_harrying.2001.a
#
#		spawn_army = {
#			name = event_troop_default_name
#			levies = 1000
#			location = scope:location
#			origin = scope:location
#		}
#
#		ai_chance = {
#			base = 100
#		}		
#	}
#
#	option = { # Reject them for now
#		name = ep3_story_cycle_harrying.2001.b
#
#		flavor = ep3_story_cycle_harrying.2001.b.tt
#
#		scope:location.county = {
#			add_county_modifier = {
#				modifier = ep3_surplus_manpower
#				years = 10
#			}
#		}
#
#		ai_chance = {
#			base = 100
#		}		
#	}
#}
#
## Recruit murderers to kill Normans
#ep3_story_cycle_harrying.2005 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.2005.t
#	desc = ep3_story_cycle_harrying.2005.desc
#	theme = harrying
#	override_background = { reference = armory }
#	left_portrait = {
#		character = root
#		animation = thinking
#	}
#	right_portrait = {
#		character = scope:murderer
#		animation = spymaster
#	}
#	lower_center_portrait = {
#		character = scope:spymaster
#	}
#	cooldown = { years = 20 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_available = yes
#		exists = root.cp:councillor_spymaster
#		title:k_england.holder = {
#			culture = culture:norman
#			any_vassal = {
#				culture = culture:norman
#				capital_province = {
#					geographical_region = world_europe_west_britannia
#				}
#			}
#		}
#	}
#
#	immediate = {
#		location = {
#			save_scope_as = location
#		}
#		top_liege = {
#			save_scope_as = william
#		}
#		scope:william = {
#			random_vassal = {
#				limit = {
#					culture = culture:norman
#					capital_province = {
#						geographical_region = world_europe_west_britannia
#					}
#				}
#				capital_province.county = {
#					save_scope_as = willy_vassal
#				}
#			}
#		}
#		hidden_effect = {
#			create_character = {
#				template = ep3_murderer_template
#				location = root.location
#				culture = culture:anglo_saxon
#				faith = root.location.faith
#				gender_female_chance = root_soldier_female_chance
#				save_scope_as = murderer
#			}
#		}
#		root.cp:councillor_spymaster = {
#			save_scope_as = spymaster
#		}
#		scope:william = {
#			random_close_family_member = {
#				limit = {
#					location = { geographical_region = world_europe_west_britannia } 
#				}
#				save_scope_as = willy_family
#			}
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Perhaps we need to aim higher...
#		name = ep3_story_cycle_harrying.2005.a
#
#		trigger = {
#			scope:william = {
#				any_close_family_member = {
#					location = { geographical_region = world_europe_west_britannia } 
#				}
#			}
#		}
#
#		add_internal_flag = special
#
#		pay_short_term_gold = {
#			target = scope:murderer
#			gold = medium_gold_value
#		}
#
#		start_scheme = { type = murder target_character = scope:willy_family }
#
#		custom_tooltip = diplomacy_family.2250.b.tt
#		hidden_effect = {
#			random_scheme = {
#				type = murder
#				limit = {
#					scheme_target_character = scope:willy_family
#				}
#				add_scheme_modifier = {
#					type = extra_success_chance_modifier
#				}
#			}
#		}
#
#		hidden_effect = {
#			scope:murderer = {
#				silent_disappearance_effect = yes
#			}
#		}
#
#		stress_impact = {
#			vengeful = medium_stress_impact_loss
#			sadistic = minor_stress_impact_loss
#			forgiving = medium_stress_impact_gain
#			greedy = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_compassion = -1
#			}
#		}
#	}
#
#	option = { #Go off and murder some Normans, wouldja?
#		name = ep3_story_cycle_harrying.2005.b
#
#		flavor = ep3_story_cycle_harrying.2005.b.tt
#
#		pay_short_term_gold = {
#			target = scope:murderer
#			gold = medium_gold_value
#		}
#
#		ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#
#		scope:willy_vassal = {
#			add_county_modifier = {
#				modifier = ep3_murderers_loose
#				years = 20
#			}
#		}
#
#		hidden_effect = {
#			scope:murderer = {
#				silent_disappearance_effect = yes
#			}
#		}
#
#		stress_impact = {
#			greedy = minor_stress_impact_gain
#			callous = minor_stress_impact_loss
#			compassionate = minor_stress_impact_gain
#			generous = miniscule_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = -0.5
#			}
#		}
#	}
#
#	option = { #Well, you might be handy to have around...
#		name = ep3_story_cycle_harrying.2005.c
#
#		add_courtier = scope:murderer
#
#		stress_impact = {
#			lazy = minor_stress_impact_loss
#			diligent = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_sociability = 1
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
## Gather support amongst the minor nobles
#ep3_story_cycle_harrying.2010 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.2010.t
#	desc = ep3_story_cycle_harrying.2010.desc
#	theme = harrying
#	override_background = { reference = throne_room }
#	left_portrait = {
#		character = root
#		animation = chancellor
#	}
#	cooldown = { years = 15 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_available = yes
#		title:k_england.holder = {
#			culture = culture:norman
#			any_duchy = {
#				count > 1
#			}
#		}		
#	}
#
#	immediate = {
#		top_liege = {
#			save_scope_as = william
#		}
#		scope:william = {
#			every_sub_realm_county = { #Choose first one of two random counties
#				limit = {
#					holder = {
#						culture = culture:norman
#					}
#				}
#				add_to_list = county_list
#			}
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Rally general support
#		name = ep3_story_cycle_harrying.2010.a
#
#		duel = {
#			skill = diplomacy
#			value = decent_skill_rating
#
#			10 = { #It really works
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.2010.a.critsuccess
#				send_interface_toast = {
#					type = event_toast_effect_good
#					title = ep3_story_cycle_harrying.2010.a.critsuccess
#					left_icon = root
#
#					ep3_increase_resistance_large_effect = yes
#				}
#			}
#
#			50 = { #It works
#				compare_modifier = {
#					 value = scope:duel_value
#					 multiplier = 3.5
#					 min = -49
#				}
#
#				desc = ep3_story_cycle_harrying.2010.a.success
#				send_interface_toast = {
#					type = event_toast_effect_good
#					title = ep3_story_cycle_harrying.2010.a.success
#					left_icon = root  
#				
#					ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#				}
#			}
#
#			50 = { #It doesn't work
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#
#				desc = ep3_story_cycle_harrying.2010.a.failure
#				send_interface_toast = {
#					type = event_toast_effect_bad
#					title = ep3_story_cycle_harrying.2010.a.failure
#					left_icon = root  
#				
#					add_prestige = medium_prestige_loss
#				}
#			}
#
#			10 = { #Message is intercepted and more troops sent
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.2010.a.critfailure
#				send_interface_toast = {
#					type = event_toast_effect_bad
#					title = ep3_story_cycle_harrying.2010.a.critfailure
#					left_icon = root  
#				
#					ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value }
#					add_prestige = medium_prestige_loss
#				}
#			}
#		}
#
#		stress_impact = {
#			ambitious = minor_stress_impact_loss
#			content = medium_stress_impact_gain
#			greedy = miniscule_stress_impact_gain
#			brave = miniscule_stress_impact_loss
#			craven = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_boldness = 1
#			}
#		}
#	}
#
#	option = { #Appeal for extra tax revenue
#		name = ep3_story_cycle_harrying.2010.b
#
#		duel = {
#			skills = { stewardship diplomacy }
#			value = decent_skill_rating
#			
#			50 = { #Yes!
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.2010.b.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.2010.b.success
#					left_icon = root
#	
#					add_gold = medium_gold_value
#				}
#			}
#			50 = { #...no
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.2010.b.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.2010.b.failure
#					left_icon = root
#	
#					add_prestige = minor_prestige_loss
#					ep3_decrease_resistance_effect = yes
#				}
#			}
#		}
#
#		stress_impact = {
#			greedy = minor_stress_impact_loss
#			generous = medium_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = 1
#			}
#		}
#	}
#
#	option = { #Tell them to save their strength
#		name = ep3_story_cycle_harrying.2010.c
#
#
#		scope:william = {
#			every_sub_realm_county = {
#				limit = {
#					is_in_list = county_list
#				}
#				custom = county_list_tt
#				random = {
#					chance = 5
#					add_county_modifier = {
#						modifier = ep3_counties_restless_modifier
#						years = 15
#					}
#				}
#			}
#		}
#
#		stress_impact = {
#			lazy = minor_stress_impact_loss
#			diligent = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_sociability = 1
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
##Forge documents strengthening Aetheling positions
#ep3_story_cycle_harrying.2015 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.2015.t
#	desc = ep3_story_cycle_harrying.2015.desc
#	theme = harrying
#	override_background = { reference = study }
#	left_portrait = {
#		character = root
#		animation = scheme
#	}
#	right_portrait = {
#		character = scope:chancellor
#		animation = chancellor
#	}
#	lower_center_portrait = {
#		trigger = {
#			scope:other_vassal = {
#				is_alive = yes
#			}
#		}
#		character = scope:other_vassal
#	}
#	cooldown = { years = 15 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_available = yes
#		primary_title.tier >= tier_duchy
#	}
#
#	immediate = {
#		top_liege = {
#			save_scope_as = william
#		}
#		primary_title = {
#			save_scope_as = primary_title
#		}
#		if = {
#			limit = {
#				scope:william = {
#					any_vassal = {
#						this != root
#						culture = culture:anglo_saxon
#					}
#				}
#			}
#			scope:william = {
#				random_vassal = {
#					limit = {
#						this != root
#						culture = culture:anglo_saxon
#					}
#					save_scope_as = other_vassal
#					primary_title = {
#						save_scope_as = other_vassal_primary_title
#					}
#				}
#			}
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Ensure your titles cannot be revoked
#		name = ep3_story_cycle_harrying.2015.a
#
#		duel = {
#			skills = { diplomacy intrigue }
#			target = scope:william
#			
#			60 = { #Yes!
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.2015.a.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.2015.a.success
#					left_icon = root
#					right_icon = scope:william
#	
#					if = {
#						limit = {
#							vassal_contract_obligation_level_can_be_decreased = title_revocation_rights
#						}
#						vassal_contract_set_obligation_level = {
#							type = title_revocation_rights
#							level = 1
#						}
#					}
#					else = {
#						if = {
#							limit = {
#								can_add_hook = {
#									target = scope:william
#									type = fabrication_hook
#								}
#							}
#							add_hook = {
#								target = scope:william
#								type = fabrication_hook
#							}
#						}						
#					}
#
#					if = {
#						limit = {
#							scope:other_vassal = {
#								is_alive = yes
#								vassal_contract_obligation_level_can_be_decreased = title_revocation_rights
#							}
#						}
#						scope:other_vassal = {
#							vassal_contract_set_obligation_level = {
#								type = title_revocation_rights
#								level = 1
#							}
#						}
#					}
#				}
#			}
#			40 = { #...no
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.2015.a.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.2015.a.failure
#					left_icon = root
#					right_icon = scope:william
#	
#					if = {
#						limit = {
#							can_add_hook = {
#								target = scope:william
#								type = favor_hook
#							}
#						}
#						add_hook = {
#							target = scope:william
#							type = favor_hook
#						}
#					}
#					if = {
#						limit = {
#							scope:other_vassal = {
#								is_alive = yes
#							}
#						}
#						scope:other_vassal = {
#							add_hook = {
#								target = scope:william
#								type = favor_hook
#							}
#						}
#					}
#				}
#			}
#		}
#
#		stress_impact = {
#			ambitious = minor_stress_impact_loss
#			content = medium_stress_impact_gain
#			deceitful = miniscule_stress_impact_loss
#			brave = miniscule_stress_impact_loss
#			craven = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_boldness = 1
#			}
#		}
#	}
#
#	option = { #Reduce Feudal Levies/Taxes
#		name = ep3_story_cycle_harrying.2015.b
#
#		if = {
#			limit = {
#				vassal_contract_obligation_level_can_be_decreased = feudal_government_taxes
#			}
#			vassal_contract_decrease_obligation_level = feudal_government_taxes
#		}
#		if = {
#			limit = {
#				vassal_contract_obligation_level_can_be_decreased = feudal_government_levies
#			}
#			vassal_contract_decrease_obligation_level = feudal_government_levies
#		}
#		if = {
#			limit = {
#				scope:other_vassal = {
#					is_alive = yes
#				}
#			}
#			scope:other_vassal = {
#				if = {
#					limit = {
#						vassal_contract_obligation_level_can_be_decreased = feudal_government_taxes
#					}
#					vassal_contract_decrease_obligation_level = feudal_government_taxes
#				}
#				if = {
#					limit = {
#						vassal_contract_obligation_level_can_be_decreased = feudal_government_levies
#					}
#					vassal_contract_decrease_obligation_level = feudal_government_levies
#				}
#			}
#		}
#
#		stress_impact = {
#			greedy = minor_stress_impact_loss
#			generous = medium_stress_impact_gain
#			just = miniscule_stress_impact_gain
#			arbitrary = minor_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = 1
#			}
#		}
#	}
#
#	option = { #Gain Marcher Lord status
#		name = ep3_story_cycle_harrying.2015.c
#
#		vassal_contract_set_obligation_level = {
#			type = special_contract
#			level = 2
#		}
#
#		scope:other_vassal = {
#			vassal_contract_set_obligation_level = {
#				type = special_contract
#				level = 2
#			}
#		}
#
#		stress_impact = {
#			lazy = minor_stress_impact_loss
#			diligent = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_sociability = 1
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
###################################################
## Hereward Events
## by Nick Meredith
## 3000-3999
###################################################
#
##Rob local church
##William offers to parcel out Cambridgeshire to you
##Call in Danish help
##Heist an artifact from a local noble
##Downgrade local building
##Travel to other areas of the country to gather support
#
## Rob local church
#ep3_story_cycle_harrying.3000 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3000.t
#	desc = ep3_story_cycle_harrying.3000.desc
#	theme = harrying
#	override_background = { reference = temple }
#	left_portrait = {
#		character = root
#		animation = scheme
#	}
#	right_portrait = {
#		character = scope:bishop
#		animation = beg
#	}
#	artifact = {
#		target = scope:newly_created_artifact
#		position = lower_center_portrait		
#	}
#	cooldown = { years = 10 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		location = { save_temporary_scope_as = current_temp }
#		scope:current_temp = {
#			any_neighboring_province = {
#				has_holding_type = church_holding
#			}
#		}
#	}
#
#	immediate = {
#		location = {
#			random_neighboring_province = {
#				limit = {
#					has_holding_type = church_holding
#				}
#				save_scope_as = neighboring_church
#			}
#		}
#		hidden_effect = {
#			create_character = {
#				template = priest_character_template
#				location = scope:neighboring_church
#				save_scope_as = bishop
#			}
#			random_dummy_gender_effect = yes
#			scope:bishop = {
#				create_artifact_brooch_effect = { 
#					OWNER = scope:bishop 
#					SMITH = scope:dummy_gender
#				}
#			}
#			scope:newly_created_artifact = {
#				set_artifact_name = artifact_church_saint_brooch_name
#				set_artifact_description = artifact_church_saint_brooch_description
#				add_artifact_modifier = artifact_monthly_piety_4_modifier
#				add_artifact_modifier = artifact_same_faith_opinion_4_modifier
#				add_artifact_modifier = artifact_clergy_opinion_penalty_5_modifier
#				set_artifact_rarity = famed
#			}
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Relics, you say?
#		name = ep3_story_cycle_harrying.3000.a
#
#		add_piety = medium_piety_loss
#
#		add_prestige = minor_prestige_loss
#
#		scope:newly_created_artifact = {
#			set_owner = root
#		}
#
#		scope:neighboring_church = {
#			add_province_modifier = {
#				modifier = ep3_church_bereft
#				years = 15
#			}			
#		}
#
#		stress_impact = {
#			greedy = medium_stress_impact_loss
#			callous = miniscule_stress_impact_loss
#			compassionate = medium_stress_impact_gain
#			generous = medium_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = 1
#				ai_compassion = -1
#			}
#		}
#	}
#
#	option = { #This gold is needed for the war effort, but we'll leave any relics
#		name = ep3_story_cycle_harrying.3000.b
#
#		flavor = ep3_story_cycle_harrying.3000.b.tt
#
#		ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#
#		add_gold = medium_gold_value
#
#		stress_impact = {
#			calm = miniscule_stress_impact_loss
#			greedy = miniscule_stress_impact_loss
#			generous = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = 0.5
#				ai_compassion = -0.5
#			}
#		}
#	}
#
#	option = { #I am a man of god, I would never.
#		name = ep3_story_cycle_harrying.3000.c
#
#		add_piety = medium_piety_gain
#
#		add_character_modifier = {
#			modifier = ep3_man_of_god
#			years = 10
#		}
#
#		stress_impact = {
#			greedy = medium_stress_impact_gain
#			generous = minor_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = -1
#				ai_compassion = 1
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
## Interdict supply lines
#ep3_story_cycle_harrying.3005 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3005.t
#	desc = ep3_story_cycle_harrying.3005.desc
#	theme = harrying
#	override_background = { reference = ep2_hunt_foggy_forest }
#	override_effect_2d = fog
#	left_portrait = {
#		character = root
#		animation = inspect_weapon
#	}
#	right_portrait = {
#		character = scope:norman_soldier
#		animation = survey
#	}
#	artifact = {
#		target = scope:newly_created_artifact
#		position = lower_right_portrait
#	}
#
#	cooldown = { years = 10 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_available = yes
#	}
#
#	immediate = {
#		location = {
#			save_scope_as = location
#		}
#		random_dummy_gender_effect = yes
#		create_character = {
#			template = new_warrior_character
#			location = root.location
#			culture = culture:norman
#			faith = root.location.faith
#			gender_female_chance = root_soldier_female_chance
#			save_scope_as = norman_soldier
#		}
#		hidden_effect = {
#			scope:norman_soldier = {
#				create_artifact = { #Scripted effect didn't like this, so custom weapon it is
#					name = norman_sword_name
#					description = stolen_norman_sword_description
#					type = sword
#					visuals = sword
#					modifier = artifact_prowess_4_modifier
#					modifier = artifact_knight_effectiveness_3_modifier
#					modifier = artifact_hard_casualty_modifier_4_modifier
#					rarity = masterwork
#					save_scope_as = newly_created_artifact
#				}
#			}
#		}
#		global_var:harrying_of_the_north.story_owner = {
#			save_scope_as = william
#			random_vassal = {
#				limit = {
#					location = { geographical_region = world_europe_west_britannia } #To ensure they're not getting sent to Normandy
#				}
#				primary_title = {
#					save_scope_as = vassal_county
#				}
#			}
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Grab the equipment for yourself
#		name = ep3_story_cycle_harrying.3005.a
#
#		duel = {
#			skills = { martial prowess }
#			target = scope:norman_soldier
#			60 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3005.a.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3005.a.success
#	
#					ep3_decrease_pacification_effect = yes
#
#					add_character_modifier = {
#						modifier = ep3_stolen_equipment
#						years = 5
#					}
#					
#					scope:newly_created_artifact = {
#						set_owner = root
#						set_artifact_name = stolen_norman_sword_name
#					}
#					
#					scope:vassal_county = {
#						add_county_modifier = {
#							modifier = ep3_missing_supplies
#							years = 15
#						}
#					}
#				}
#			}
#			40 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3005.a.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3005.a.failure
#	
#					add_prestige = medium_prestige_loss
#					increase_wounds_no_death_effect = { REASON = battle }
#					every_knight = { 
#						custom = every_knight
#						add_opinion = {
#							modifier = botched_ambush_opinion
#							target = root
#							opinion = -15
#						}
#					}
#				}
#			}
#		}
#
#		stress_impact = {
#			greedy = medium_stress_impact_loss
#			callous = miniscule_stress_impact_loss
#			compassionate = miniscule_stress_impact_gain
#			generous = medium_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = 1
#				ai_energy = 0.5
#			}
#		}
#	}
#
#	option = { #Take the equipment for allies
#		name = ep3_story_cycle_harrying.3005.b
#
#		flavor = ep3_story_cycle_harrying.3005.b.tt
#
#		duel = {
#			skills = { martial prowess }
#			target = scope:norman_soldier
#			60 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3005.a.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3005.a.success
#	
#					ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#					ep3_decrease_pacification_effect = yes
#
#					scope:vassal_county = {
#						add_county_modifier = {
#							modifier = ep3_missing_supplies
#							years = 15
#						}
#					}
#					global_var:harrying_of_the_north.story_owner = {
#						every_vassal = {
#							limit = {
#								culture = culture:anglo_saxon
#							}
#							custom = every_anglo_vassal
#							add_character_modifier = {
#								modifier = ep3_redistributed_equipment
#								years = 5
#							}
#						}
#					}
#				}
#			}
#			40 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3005.a.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3005.a.failure
#	
#					add_prestige = medium_prestige_loss
#					increase_wounds_no_death_effect = { REASON = battle }
#					every_knight = { 
#						custom = every_knight
#						add_opinion = {
#							modifier = botched_ambush_opinion
#							target = root
#							opinion = -15
#						}
#					}
#				}
#			}
#		}
#
#		stress_impact = {
#			arrogant = minor_stress_impact_gain
#			greedy = minor_stress_impact_gain
#			generous = medium_stress_impact_loss
#			humble = miniscule_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = -1
#				ai_energy = 0.5
#			}
#		}
#	}
#
#	option = { #Sabotage the road ahead
#		name = ep3_story_cycle_harrying.3005.c
#
#		flavor = ep3_story_cycle_harrying.3005.c.tt
#
#		scope:location = {
#			add_province_modifier = {
#				modifier = ep3_sabotaged_roads
#				years = 10
#			}		
#		}
#
#		scope:vassal_county = {
#			add_county_modifier = {
#				modifier = ep3_delayed_supplies
#				years = 10
#			}
#		}
#
#		stress_impact = {
#			craven = medium_stress_impact_loss
#			brave = medium_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_honor = -0.5
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#		scope:norman_soldier = {
#			silent_disappearance_effect = yes
#		}
#	}
#}
#
#scripted_trigger ep3_story_cycle_harrying_3010_ambushable_noble_trigger = {
#	location = {
#		geographical_region = world_europe_west_britannia
#		duchy = root.location.duchy #Same duchy as Hereward
#	}
#	culture = culture:norman
#	is_theocratic_lessee = no #No dueling priests!
#	is_adult = yes
#	can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = $WILLIAM$ }
#	NOT = { has_character_flag = hereward_ambushed }
#}
#
##Ambush Norman noble
#ep3_story_cycle_harrying.3010 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3010.t
#	desc = ep3_story_cycle_harrying.3010.desc
#	theme = harrying
#	override_background = { reference = ep2_travel_bridge }
#	left_portrait = {
#		character = root
#		animation = marshal
#	}
#	right_portrait = {
#		character = scope:norman_noble
#		animation = aggressive_sword
#	}
#	artifact = {
#		target = scope:newly_created_artifact
#		position = lower_right_portrait
#	}
#
#	cooldown = { years = 5 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_available = yes
#		is_healthy = yes
#		global_var:harrying_of_the_north.story_owner = {
#			save_temporary_scope_as = william_temp
#			any_vassal_or_below = {
#				ep3_story_cycle_harrying_3010_ambushable_noble_trigger = { WILLIAM = scope:william_temp }
#			}
#		}
#	}
#
#	immediate = {
#		location = { save_scope_as = location }
#		global_var:harrying_of_the_north.story_owner = {
#			save_scope_as = william
#			random_vassal_or_below = {
#				limit = {
#					ep3_story_cycle_harrying_3010_ambushable_noble_trigger = { WILLIAM = scope:william }
#				}
#				primary_title = { save_scope_as = noble_county }
#				save_scope_as = norman_noble
#				add_character_flag = hereward_ambushed
#			}
#		}
#		hidden_effect = { 
#			random_dummy_gender_effect = yes
#			scope:norman_noble = {
#				create_artifact_ring_effect = {
#					OWNER = scope:norman_noble
#					SMITH = scope:dummy_gender
#				}
#			}
#		}
#		root = { save_scope_as = root_for_loc }
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Fight them
#		name = ep3_story_cycle_harrying.3010.a
#
#		custom_tooltip = ep3_story_cycle_harrying.3010.a.tt
#
#		configure_start_single_combat_effect = {
#			SC_INITIATOR = root
#			SC_ATTACKER = root
#			SC_DEFENDER = scope:norman_noble
#			FIXED = no
#			FATALITY = always
#			LOCALE = ep2_travel_bridge
#			OUTPUT_EVENT = ep3_story_cycle_harrying.3011
#			INVALIDATION_EVENT = fp1_yearly.2002 #Re-use this
#		}
#
#		stress_impact = {
#			brave = medium_stress_impact_loss
#			wrathful = miniscule_stress_impact_loss
#			calm = miniscule_stress_impact_gain
#			craven = medium_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_energy = 1
#			}
#		}
#	}
#
#	option = { #Simply rob them
#		name = ep3_story_cycle_harrying.3010.b
#
#		add_short_term_gold = medium_gold_value
#
#		scope:newly_created_artifact = {
#			set_owner = root
#		}
#
#		ep3_decrease_pacification_effect = yes
#
#		stress_impact = {
#			brave = medium_stress_impact_gain
#			wrathful = miniscule_stress_impact_gain
#			calm = miniscule_stress_impact_loss
#			craven = medium_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = 1
#				ai_energy = -0.5
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
##Followup, post-duel
#ep3_story_cycle_harrying.3011 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3011.t
#	desc = ep3_story_cycle_harrying.3011.desc
#	theme = harrying
#	override_background = { reference = ep2_travel_bridge }
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#	right_portrait = {
#		character = scope:saxon_soldier_1
#		animation = thinking
#	}
#	lower_center_portrait = {
#		character = scope:saxon_soldier_2
#	}
#
#	cooldown = { years = 5 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_available = yes
#		is_healthy = yes
#	}
#
#	immediate = {
#		ep3_harrying_widget_setup_effect = yes
#		ep3_decrease_pacification_effect = yes
#		ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#		scope:newly_created_artifact = {
#			set_owner = root
#		}
#		hidden_effect = {
#			random_dummy_gender_effect = yes
#			create_character = {
#				template = new_warrior_character
#				location = root.location
#				culture = culture:anglo_saxon
#				faith = root.faith
#				gender_female_chance = root_soldier_female_chance
#				save_scope_as = saxon_soldier_1
#			}
#			create_character = {
#				template = new_warrior_character
#				location = root.location
#				culture = culture:anglo_saxon
#				faith = root.faith
#				gender_female_chance = root_soldier_female_chance
#				save_scope_as = saxon_soldier_2
#			}
#		}
#	}
#
#	option = { #Would you boys like a job?
#		name = ep3_story_cycle_harrying.3011.a
#
#		add_courtier = scope:saxon_soldier_1
#		add_courtier = scope:saxon_soldier_2
#
#		stress_impact = {
#			forgiving = medium_stress_impact_loss
#			vengeful = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_rationality = 1
#				ai_vengefulness = -1
#			}
#		}
#	}
#
#	option = { #Let them return to their families
#		name = ep3_story_cycle_harrying.3011.b
#
#		hidden_effect = {
#			scope:saxon_soldier_1 = {
#				silent_disappearance_effect = yes
#			}
#			scope:saxon_soldier_2 = {
#				silent_disappearance_effect = yes
#			}
#		}
#
#		add_character_modifier = {
#			modifier = ep3_defender_of_families
#			years = 10
#		}
#
#		stress_impact = {
#			generous = miniscule_stress_impact_loss
#			greedy = miniscule_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_sociability = 1
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
##Call in Danish help
#ep3_story_cycle_harrying.3015 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3015.t
#	desc = ep3_story_cycle_harrying.3015.desc
#	theme = harrying
#	left_portrait = {
#		character = root
#		animation = writing
#	}
#	right_portrait = {
#		character = scope:danish_king
#		animation = thinking
#	}
#	cooldown = { years = 50 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_available = yes
#		is_healthy = yes
#		title:k_denmark.holder = {
#			is_at_war = no
#			is_available_healthy_ai_adult = yes
#		}
#		title:k_england.holder = {
#			is_ai = yes #Just to ensure we don't screw players over
#		}
#	}
#
#	immediate = {
#		location = {
#			save_scope_as = location
#		}
#		title:k_denmark.holder = {
#			save_scope_as = danish_king
#		}
#		hidden_effect = {
#			create_character = {
#				location = scope:danish_king.location
#				template = new_warrior_character
#				faith = scope:danish_king.faith
#				culture = scope:danish_king.culture
#				gender_female_chance = root_soldier_female_chance
#				save_scope_as = knight_1
#			}
#			create_character = {
#				location = scope:danish_king.location
#				template = new_berserker_character
#				faith = scope:danish_king.faith
#				culture = scope:danish_king.culture
#				gender_female_chance = root_soldier_female_chance
#				save_scope_as = knight_2
#			}
#			create_character = {
#				location = scope:danish_king.location
#				template = new_commander_character
#				faith = scope:danish_king.faith
#				culture = scope:danish_king.culture
#				gender_female_chance = root_soldier_female_chance
#				save_scope_as = knight_3
#			}
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Send them a letter begging for them to be your new liege
#		name = ep3_story_cycle_harrying.3015.a
#
#		duel = {
#			skill = diplomacy
#			value = decent_skill_rating
#			
#			50 = { #He agrees
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3015.a.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3015.a.success
#					left_icon = root
#					right_icon = scope:danish_king
#
#					scope:danish_king = {
#						add_unpressed_claim = title:k_england
#					}
#					create_alliance = {
#						target = scope:danish_king
#						allied_through_owner = root
#						allied_through_target = scope:danish_king
#					}
#					ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#					ep3_decrease_pacification_effect = yes
#					add_stress = medium_stress_loss
#				}
#			}
#
#			50 = { #He disagrees
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3015.a.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3015.a.failure
#	
#					add_prestige = miniscule_prestige_loss
#					ep3_increase_pacification_effect = { AMOUNT = harrying_medium_increase_value }
#				}
#			}
#		}
#
#		stress_impact = {
#			ambitious = minor_stress_impact_loss
#			brave = miniscule_stress_impact_loss
#			content = medium_stress_impact_gain
#			craven = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 25
#			ai_value_modifier = {
#				ai_energy = 1
#			}
#		}
#	}
#
#	option = { #Send them a letter begging for soldiers
#		name = ep3_story_cycle_harrying.3015.b
#
#		duel = {
#			skills = { diplomacy martial }
#			value = decent_skill_rating
#			
#			75 = { #He agrees
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3015.b.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3015.b.success
#					left_icon = root
#					right_icon = scope:danish_king
#
#					add_character_flag = soldiers_accepted_flag
#
#					add_courtier = scope:knight_1
#					add_courtier = scope:knight_2
#					add_courtier = scope:knight_3
#
#					ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#				}
#			}
#
#			25 = { #He disagrees
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3015.b.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3015.b.failure
#	
#					add_prestige = miniscule_prestige_loss
#					add_stress = minor_stress_gain
#				}
#			}
#		}
#
#		stress_impact = {
#			patient = miniscule_stress_impact_loss
#			impatient = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_energy = 0.5
#			}
#		}
#	}
#
#	option = { #We fight this battle alone
#		name = ep3_story_cycle_harrying.3015.c
#
#		add_character_modifier = {
#			modifier = ep3_standing_alone_modifier
#			years = 10
#		}
#
#		every_courtier_or_guest = {
#			custom = every_follower_custom
#			add_opinion = {
#				target = root
#				modifier = impressed_opinion
#				opinion = 25
#			}
#		}
#
#		stress_impact = {
#			arrogant = miniscule_stress_impact_loss
#			humble = medium_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 50
#			ai_value_modifier = {
#				ai_greed = -1
#				ai_energy = -0.5
#			}
#		}
#	}
#
#	after = {
#		if = {
#			limit = {
#				NOT = {
#					has_character_flag = soldiers_accepted_flag
#				}
#			}
#			scope:knight_1 = { silent_disappearance_effect = yes }
#			scope:knight_2 = { silent_disappearance_effect = yes }
#			scope:knight_3 = { silent_disappearance_effect = yes }
#		}
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
##Travel to another area of the country to intimidate a Norman sympathiser
#ep3_story_cycle_harrying.3020 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3020.t
#	desc = ep3_story_cycle_harrying.3020.desc
#	theme = harrying
#	left_portrait = {
#		character = root
#		animation = inspect_weapon
#	}
#	right_portrait = {
#		character = scope:willy_vassal
#		animation = dismissal
#	}
#	cooldown = { years = 10 }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_available = yes
#		is_healthy = yes
#		title:k_england.holder = {
#			save_temporary_scope_as = willy_temp
#			any_vassal = {
#				culture = culture:anglo_saxon
#				capital_province = { geographical_region = world_europe_west_britannia }
#				highest_held_title_tier > tier_barony
#				opinion = {
#					target = scope:willy_temp
#					value >= neutral_opinion
#				}
#				any_courtier = {
#					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
#					culture = culture:anglo_saxon
#				}
#			}
#		}
#	}
#
#	immediate = {
#		location = {
#			save_scope_as = location
#		}
#		title:k_england.holder = {
#			save_scope_as = willy
#			random_vassal = {
#				limit = {
#					culture = culture:anglo_saxon
#					capital_province = { geographical_region = world_europe_west_britannia }
#					highest_held_title_tier > tier_barony
#					opinion = {
#						target = scope:willy
#						value >= neutral_opinion
#					}
#					any_courtier = {
#						can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
#						culture = culture:anglo_saxon
#					}
#				}
#				save_scope_as = willy_vassal
#				location = {
#					save_scope_as = willy_vassal_capital
#				}
#			}
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Travel there, raise hell
#		name = ep3_story_cycle_harrying.3020.a
#
#		custom_tooltip = ep3_story_cycle_harrying.3020.a.tt
#
#		start_travel_plan = {
#			destination = scope:willy_vassal_capital
#			players_use_planner = no
#			on_arrival_destinations = last
#			on_arrival_event = ep3_story_cycle_harrying.3021
#			return_trip = no
#		}
#
#		stress_impact = {
#			ambitious = minor_stress_impact_loss
#			brave = miniscule_stress_impact_loss
#			content = medium_stress_impact_gain
#			craven = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_energy = 1
#			}
#		}
#	}
#
#	option = { #Leave it
#		name = ep3_story_cycle_harrying.3020.b
#
#		ep3_decrease_resistance_effect = yes
#
#		stress_impact = {
#			patient = miniscule_stress_impact_loss
#			impatient = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 50
#			ai_value_modifier = {
#				ai_energy = 0.5
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
##You arrive and ambush him
#ep3_story_cycle_harrying.3021 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3021.t
#	desc = ep3_story_cycle_harrying.3021.desc
#	theme = harrying
#	left_portrait = {
#		character = root
#		animation = marshal
#	}
#	right_portrait = {
#		character = scope:willy_vassal
#		animation = beg
#	}
#	cooldown = { years = 5 }
#	override_background = { reference = alley_night }
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_available = yes
#		is_healthy = yes
#		title:k_england.holder = {
#			save_temporary_scope_as = willy_temp
#			any_vassal = {
#				culture = culture:anglo_saxon
#				capital_province = { geographical_region = world_europe_west_britannia }
#				highest_held_title_tier > tier_barony
#				opinion = {
#					target = scope:willy_temp
#					value >= neutral_opinion
#				}
#				location = root.location
#				any_courtier = {
#					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
#					culture = culture:anglo_saxon
#				}
#			}
#		}
#	}
#
#	immediate = {
#		save_scope_as = root_for_loc
#		title:k_england.holder = {
#			save_scope_as = willy
#			random_vassal = {
#				limit = {
#					culture = culture:anglo_saxon
#					capital_province = { geographical_region = world_europe_west_britannia }
#					highest_held_title_tier > tier_barony
#					opinion = {
#						target = scope:willy
#						value >= neutral_opinion
#					}
#					location = root.location
#					any_courtier = {
#						can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
#						culture = culture:anglo_saxon
#					}
#				}
#				save_scope_as = willy_vassal
#			}
#		}
#		scope:willy_vassal = {
#			random_courtier = {
#				limit = {
#					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
#					culture = culture:anglo_saxon
#				}
#				save_scope_as = knight_1
#			}
#		}
#		hidden_effect = {
#			create_character = {
#				template = new_warrior_character
#				location = scope:willy_vassal.location
#				culture = scope:willy_vassal.culture
#				faith = scope:willy_vassal.faith
#				gender_female_chance = root_soldier_female_chance
#				save_scope_as = knight_2
#			}
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Kill him and steal his stuff
#		name = ep3_story_cycle_harrying.3021.a
#
#		custom_tooltip = ep3_story_cycle_harrying.3021.a.tt
#
#		configure_start_single_combat_effect = {
#			SC_INITIATOR = root
#			SC_ATTACKER = root
#			SC_DEFENDER = scope:willy_vassal
#			FIXED = no
#			FATALITY = always
#			LOCALE = ep2_travel_bridge
#			OUTPUT_EVENT = ep3_story_cycle_harrying.3022
#			INVALIDATION_EVENT = fp1_yearly.2002 #Re-use this
#		}
#
#		stress_impact = {
#			calm = medium_stress_impact_gain
#			just = minor_stress_impact_gain
#			wrathful = minor_stress_impact_loss
#			arbitrary = miniscule_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 50
#			ai_value_modifier = {
#				ai_energy = 1
#				ai_compassion = -1
#			}
#		}
#	}
#
#	option = { #Reason with him
#		name = ep3_story_cycle_harrying.3021.b
#
#		duel = {
#			skill = diplomacy
#			target = scope:willy_vassal
#			
#			50 = { #You reason successfully
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3021.b.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3021.b.success
#					left_icon = root
#					right_icon = scope:willy_vassal
#
#					scope:willy_vassal = {
#						add_opinion = {
#							target = scope:willy
#							modifier = revanchist_opinion
#							opinion = -120
#						}
#					}
#					scope:willy = {
#						add_character_modifier = {
#							modifier = ep3_disgruntled_vassals_modifier
#							years = 10
#						}
#					}
#					ep3_decrease_pacification_effect = yes
#				}
#			}
#
#			50 = { #You are unable to reason with him
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3021.b.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3021.b.failure
#	
#					add_stress = miniscule_stress_gain
#					ep3_decrease_resistance_effect = yes
#				}
#			}
#		}
#
#		stress_impact = {
#			calm = minor_stress_impact_loss
#			just = miniscule_stress_impact_loss
#			wrathful = medium_stress_impact_gain
#			arbitrary = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_compassion = 1
#			}
#		}
#	}
#
#	option = { #Threaten him
#		name = ep3_story_cycle_harrying.3021.c
#
#		duel = {
#			skill = prowess
#			target = scope:willy_vassal
#
#			60 = { #Your threats work
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3021.c.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3021.c.success
#					left_icon = root
#					right_icon = scope:willy_vassal
#
#					scope:willy_vassal = {
#						add_opinion = {
#							target = scope:willy
#							modifier = revanchist_opinion
#							opinion = -120
#						}
#					}
#					scope:willy = {
#						add_dread = major_dread_loss
#						add_character_modifier = {
#							modifier = ep3_disgruntled_vassals_modifier
#							years = 10
#						}
#					}
#					ep3_decrease_pacification_effect = yes
#				}
#			}
#
#			40 = { #Your threats don't work
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3021.c.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3021.c.failure
#	
#					add_dread = minor_dread_loss
#					add_prestige = minor_prestige_loss
#					ep3_decrease_resistance_effect = yes
#				}
#			}
#		}
#
#		stress_impact = {
#			ambitious = miniscule_stress_impact_loss
#			vengeful = miniscule_stress_impact_loss
#			content = minor_stress_impact_gain
#			forgiving = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_compassion = -0.5
#			}
#		}
#	}
#
#	option = { #Take some loyalists and leave him to it
#		name = ep3_story_cycle_harrying.3021.d
#
#		flavor = ep3_story_cycle_harrying.3021.d.flavour
#
#		add_courtier = scope:knight_1
#		add_courtier = scope:knight_2
#
#		ep3_decrease_resistance_effect = yes
#
#		stress_impact = {
#			patient = miniscule_stress_impact_loss
#			impatient = minor_stress_impact_gain
#			just = miniscule_stress_impact_loss
#			arbitrary = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_energy = -0.5
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
##Duel resolution
#ep3_story_cycle_harrying.3022 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3022.t
#	desc = ep3_story_cycle_harrying.3022.desc
#	theme = harrying
#	left_portrait = {
#		character = root
#		animation = marshal
#	}
#	right_portrait = {
#		character = scope:willy_vassal
#		animation = dead
#	}
#	artifact = {
#		target = scope:newly_created_artifact
#		position = lower_left_portrait
#	}
#	artifact = {
#		target = scope:traitors_head_artifact
#		position = lower_right_portrait
#	}
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#	}
#
#	immediate = {
#		ep3_harrying_widget_setup_effect = yes
#		capital_province = { save_scope_as = domicile }
#
#		random_dummy_gender_effect = yes
#
#		add_gold = { 50 100 }
#
#		hidden_effect = {
#			scope:willy_vassal = {
#				create_artifact_brooch_effect = { 
#					OWNER = scope:willy_vassal 
#					SMITH = scope:dummy_gender
#				}
#			}
#			create_artifact = {
#				name = traitors_head
#				description = traitors_head_description
#				type = miscellaneous
#				visuals = small_box
#				durability = 10
#				max_durability = 10
#				decaying = yes
#				modifier = artifact_health_penalty_1_modifier
#				modifier = artifact_stress_gain_1_penalty_modifier
#				modifier = artifact_attraction_opinion_negative_2_modifier
#				creator = root
#				rarity = famed
#				save_scope_as = traitors_head_artifact
#			}
#		}
#
#		scope:newly_created_artifact = {
#			set_owner = root
#		}
#	}
#
#	option = { #Send his head to William
#		name = ep3_story_cycle_harrying.3022.a
#
#		scope:traitors_head_artifact = {
#			set_owner = scope:willy
#		}
#
#		scope:willy = {
#			add_character_modifier = {
#				modifier = ep3_life_threatened_modifier
#				years = 10
#			}
#		}
#
#		stress_impact = {
#			calm = minor_stress_impact_gain
#			just = minor_stress_impact_gain
#			wrathful = miniscule_stress_impact_loss
#			arbitrary = miniscule_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 50
#			ai_value_modifier = {
#				ai_energy = 1
#				ai_compassion = -1
#			}
#		}
#	}
#
#	option = { #Let everyone know what happens to turncoats
#		name = ep3_story_cycle_harrying.3022.b
#
#		ep3_increase_resistance_large_effect = yes
#
#		if = {
#			limit = {
#				scope:willy = {
#					any_sub_realm_duchy = {
#						count > 1
#						holder.culture = culture:norman
#					}
#				}
#			}
#			scope:willy = {
#				random_sub_realm_duchy = {
#					limit = {
#						holder.culture = culture:norman
#					}
#					show_as_tooltip = {
#						add_county_modifier = {
#							modifier = ep3_impassioned_populace_modifier
#							years = 10
#						}
#					}
#					hidden_effect = {
#						every_de_jure_county = {
#							add_county_modifier = {
#								modifier = ep3_impassioned_populace_modifier
#								years = 10
#							}
#						}
#					}
#					save_scope_as = saved_duchy
#				}
#				random_sub_realm_duchy = {
#					limit = {
#						holder.culture = culture:norman
#						this != scope:saved_duchy
#					}
#					show_as_tooltip = {
#						add_county_modifier = {
#							modifier = ep3_impassioned_populace_modifier
#							years = 10
#						}
#					}
#					hidden_effect = {
#						every_de_jure_county = {
#							add_county_modifier = {
#								modifier = ep3_impassioned_populace_modifier
#								years = 10
#							}
#						}
#					}
#				}
#			}
#		}
#
#		hidden_effect = {
#			destroy_artifact = scope:traitors_head_artifact
#		}
#
#		stress_impact = {
#			calm = minor_stress_impact_loss
#			just = miniscule_stress_impact_loss
#			wrathful = minor_stress_impact_gain
#			arbitrary = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 1
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#		start_travel_plan = {
#			destination = scope:domicile
#			players_use_planner = no
#			on_arrival_destinations = last
#			return_trip = no
#		}
#	}
#}
#
#### EVENT CHAIN:
### Dealing with the Devil
#
##William sends you a letter
#ep3_story_cycle_harrying.3050 = {
#	type = letter_event
#	opening = ep3_story_cycle_harrying.3050.opening
#	desc = ep3_story_cycle_harrying.3050.desc
#	sender = scope:william
#	cooldown = { years = 100 }
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_ai = no #Don't even trigger this for AI
#		is_imprisoned = no
#		is_incapable = no
#		global_var:harrying_of_the_north.story_owner = { #King of England
#			is_ai = yes
#			OR = { #But needs to either have Cambridgeshire or be able to take it off a Norman vassal
#				has_title = title:c_cambridgeshire
#				any_vassal = {
#					culture = culture:norman
#					has_title = title:c_cambridgeshire
#				}
#			}
#		}
#	}
#
#	immediate = {
#		global_var:harrying_of_the_north.story_owner = {
#			save_scope_as = william
#			capital_province.barony = { save_scope_as = london }
#		}
#	}
#
#	option = { # Grimly accept
#		name = ep3_story_cycle_harrying.3050.a
#
#		custom_tooltip = ep3_story_cycle_harrying.3050.a.tt
#
#		every_character_active_contract = { invalidate_contract = yes }
#
#		start_travel_plan = {
#			destination = scope:william.capital_province
#			players_use_planner = no
#			on_arrival_event = ep3_story_cycle_harrying.3051
#			on_arrival_destinations = last
#			return_trip = no
#		}
#
#		ai_chance = { #Just in case
#			base = 0
#		}		
#	}
#
#	option = { # Refuse
#		name = ep3_story_cycle_harrying.3050.b
#
#		reverse_add_opinion = {
#			target = scope:william
#			modifier = disrespect_opinion
#			opinion = -40
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#}
#
##You meet William
#ep3_story_cycle_harrying.3051 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3051.t
#	desc = ep3_story_cycle_harrying.3051.desc
#	theme = harrying
#	override_background = { reference = throne_room }
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#	right_portrait = {
#		character = scope:william
#		animation = thinking
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#	}
#
#	immediate = {
#		location = {
#			save_scope_as = location
#		}
#	}
#
#	option = { #Greet him cheekily
#		name = ep3_story_cycle_harrying.3051.a
#
#		duel = {
#			skill = diplomacy
#			value = decent_skill_rating
#			
#			70 = { #He's lets it slide
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3051.a.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3051.a.success
#					left_icon = root
#					right_icon = scope:william
#
#					if = {
#						limit = {
#							scope:william = {
#								this = character:140
#							}
#						}
#						scope:william = {
#							add_legitimacy = miniscule_legitimacy_loss
#							every_vassal = {
#								limit = {
#									culture = culture:anglo_saxon
#								}
#								custom = every_anglo_vassal
#								add_opinion = {
#									modifier = bantered_with_the_bastard_opinion
#									target = root
#									opinion = 10
#								}
#							}
#						}
#					}
#					else = {
#						scope:william = {
#							add_legitimacy = miniscule_legitimacy_loss
#							every_vassal = {
#								limit = {
#									culture = culture:anglo_saxon
#								}
#								custom = every_anglo_vassal
#								add_opinion = {
#									modifier = bantered_with_the_devil_opinion
#									target = root
#									opinion = 10
#								}
#							}
#						}
#					}
#				}
#			}
#
#			30 = { #He's annoyed by your levity
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3051.a.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3051.a.failure
#	
#					add_prestige = miniscule_prestige_loss
#				}
#			}
#		}
#
#		stress_impact = {
#			greedy = medium_stress_impact_loss
#			callous = miniscule_stress_impact_loss
#			compassionate = miniscule_stress_impact_gain
#			generous = medium_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = 1
#				ai_energy = 0.5
#			}
#		}
#	}
#
#	option = { #Stay silent
#		name = ep3_story_cycle_harrying.3051.b
#
#		flavor = ep3_story_cycle_harrying.3051.b.tt
#
#		stress_impact = {
#			arrogant = minor_stress_impact_gain
#			greedy = minor_stress_impact_gain
#			generous = medium_stress_impact_loss
#			humble = miniscule_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = -1
#				ai_energy = 0.5
#			}
#		}
#	}
#
#
#	after = {
#		trigger_event = {
#			id = ep3_story_cycle_harrying.3052
#			days = 1
#		}
#	}
#}
#
##William offers to give you Cambridgeshire
#ep3_story_cycle_harrying.3052 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3052.t
#	desc = ep3_story_cycle_harrying.3052.desc
#	theme = harrying
#	override_background = { reference = throne_room }
#	left_portrait = {
#		character = root
#		animation = thinking
#	}
#	right_portrait = {
#		character = scope:william
#		animation = disapproval
#	}
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#	cooldown = { years = 10 }
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#	}
#
#	immediate = {
#		location = {
#			save_scope_as = location
#		}
#		title:c_cambridgeshire = { save_scope_as = cambridgeshire }
#		father = {
#			save_scope_as = father
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Take his offer
#		name = ep3_story_cycle_harrying.3052.a
#
#		flavor = ep3_story_cycle_harrying.3052.a.flavor
#		custom_tooltip = ep3_story_cycle_harrying.3052.a.tt
#
#		add_prestige = medium_prestige_loss
#
#		if = {
#			limit = {
#				scope:cambridgeshire.holder = {
#					this != scope:william
#				}
#			}
#			scope:cambridgeshire.holder = {
#				add_opinion = {
#					target = scope:william
#					modifier = angry_opinion
#					opinion = -40
#				}
#			}
#		}
#
#		trigger_event = {
#			id = ep3_story_cycle_harrying.3053
#			days = 1
#		}
#
#		stress_impact = {
#			greedy = medium_stress_impact_loss
#			callous = miniscule_stress_impact_loss
#			compassionate = miniscule_stress_impact_gain
#			generous = medium_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = 1
#				ai_energy = 0.5
#			}
#		}
#	}
#
#	option = { #Turn down his offer
#		name = ep3_story_cycle_harrying.3052.b
#
#		ep3_increase_resistance_effect = { AMOUNT = harrying_medium_increase_value }
#
#		reverse_add_opinion = {
#			target = scope:william 
#			modifier = angry_opinion
#			opinion = -65
#		}
#
#		trigger_event = {
#			id = ep3_story_cycle_harrying.3054
#			days = 1
#		}
#
#		stress_impact = {
#			arrogant = minor_stress_impact_gain
#			greedy = minor_stress_impact_gain
#			generous = medium_stress_impact_loss
#			humble = miniscule_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = -1
#				ai_energy = 0.5
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#	}
#}
#
#scripted_effect ep3_story_cycle_harrying_3053_process_vassalisation_effect = {
#	create_title_and_vassal_change = {
#		type = granted
#		save_scope_as = change
#	}
#	if = {
#		limit = {
#			scope:duke_norfolk ?= { is_vassal_of = scope:william }
#		}
#		change_liege = {
#			liege = scope:duke_norfolk
#			change = scope:change
#		}
#		add_truce_both_ways = {
#			character = scope:william
#			years = 100
#			name = fp3_landed_zanj_reason #Re-using this
#		}
#		add_truce_both_ways = {
#			character = scope:duke_norfolk
#			years = 100
#			name = fp3_landed_zanj_reason #Re-using this
#		}
#	}
#	else = {
#		change_liege = {
#			liege = scope:william
#			change = scope:change
#		}
#		add_truce_both_ways = {
#			character = scope:william
#			years = 100
#			name = fp3_landed_zanj_reason #Re-using this
#		}
#	}
#	resolve_title_and_vassal_change = scope:change
#}
#
##You accept his offer
#ep3_story_cycle_harrying.3053 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3053.t
#	desc = ep3_story_cycle_harrying.3053.desc
#	theme = harrying
#	override_background = { reference = throne_room }
#	left_portrait = {
#		character = root
#		animation = thinking
#	}
#	right_portrait = {
#		character = scope:william
#		animation = disapproval
#	}
#	lower_right_portrait = scope:duke_norfolk
#	cooldown = { years = 10 }
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#	}
#
#	immediate = {
#		scope:cambridgeshire.duchy.holder ?= { save_scope_as = duke_norfolk }
#	}
#
#	option = { #Recant your decision
#		name = ep3_story_cycle_harrying.3053.a
#
#		add_prestige = medium_prestige_gain
#
#		trigger_event = {
#			id = ep3_story_cycle_harrying.3054
#			days = 1
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { #Accept
#		name = ep3_story_cycle_harrying.3053.b
#
#		custom_tooltip = ep3_story_cycle_harrying.3053.b.tt
#
#		create_title_and_vassal_change = {
#			type = granted
#			save_scope_as = change
#		}
#		scope:cambridgeshire = {
#			change_title_holder_include_vassals = {
#				holder = root
#				change = scope:change
#			}
#		}
#		resolve_title_and_vassal_change = scope:change
#		# We need to do this here to account for you already being duke tier.
#		show_as_tooltip = { ep3_story_cycle_harrying_3053_process_vassalisation_effect = yes }
#		save_scope_value_as = {
#			name = settled_option
#			value = yes
#		}
#		add_character_flag = hereward_settled_flag
#
#		ep3_decrease_resistance_effect = yes
#		ep3_increase_pacification_large_effect = yes
#
#		if = {
#			limit = {
#				has_nickname = nick_the_wake
#			}
#			remove_nickname = yes
#		}
#
#		give_nickname = nick_iscariot
#
#		remove_trait = the_wake
#
#		start_travel_plan = {
#			destination = root.capital_province
#			players_use_planner = no
#			on_arrival_destinations = last
#			return_trip = no
#		}
#
#		scope:william = {
#			add_stress = major_stress_loss
#		}
#
#		ai_chance = {
#			base = 0
#		}
#	}
#
#	after = {
#		# We need to do this here to account for you already being duke tier.
#		hidden_effect = {
#			if = {
#				limit = { exists = scope:settled_option }
#				ep3_story_cycle_harrying_3053_process_vassalisation_effect = yes
#			}
#		}
#	}
#}
#
##You decline his offer
#ep3_story_cycle_harrying.3054 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3054.t
#	desc = ep3_story_cycle_harrying.3054.desc
#	theme = harrying
#	override_background = { reference = throne_room }
#	left_portrait = {
#		character = root
#		animation = dismissal
#	}
#	right_portrait = {
#		character = scope:william
#		animation = rage
#	}
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#	}
#
#	immediate = {
#		location = {
#			save_scope_as = location
#		}
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Try to fight your way out
#		name = ep3_story_cycle_harrying.3054.a
#
#		duel = {
#			skill = prowess
#			value = very_high_skill_rating
#			
#			25 = { #You escape!
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3054.a.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3054.a.success
#					left_icon = root
#
#					add_prestige = major_prestige_gain
#
#					scope:william = {
#						add_prestige = major_prestige_loss
#					}
#				}
#
#				start_travel_plan = {
#					destination = root.domicile.domicile_location
#					players_use_planner = no
#					on_arrival_destinations = last
#					return_trip = no
#				}
#			}
#			75 = { #You are caught, beaten, and carted down to the cells
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3054.a.failure
#
#				trigger_event = {
#					id = ep3_story_cycle_harrying.3055
#					days = 1
#				}
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3054.a.failure
#
#					ep3_decrease_resistance_effect = yes
#
#					add_prestige = medium_prestige_loss
#					
#					increase_wounds_no_death_effect = { REASON = fight }
#
#					scope:william = {
#						imprison = {
#							target = root
#							type = dungeon
#						}
#					}
#				}
#			}
#		}
#
#		stress_impact = {
#			greedy = medium_stress_impact_loss
#			callous = miniscule_stress_impact_loss
#			compassionate = miniscule_stress_impact_gain
#			generous = medium_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = 1
#				ai_energy = 0.5
#			}
#		}
#	}
#
#	option = { #Allow yourself to be taken to the dungeons
#		name = ep3_story_cycle_harrying.3054.b
#
#		flavor = ep3_story_cycle_harrying.3054.b.tt
#
#		ep3_decrease_resistance_effect = yes
#
#		add_prestige = minor_prestige_loss
#
#		scope:william = {
#			imprison = {
#				target = root
#				type = dungeon
#			}
#		}
#
#		trigger_event = {
#			id = ep3_story_cycle_harrying.3055
#			days = 1
#		}
#
#		stress_impact = {
#			arrogant = minor_stress_impact_gain
#			greedy = minor_stress_impact_gain
#			generous = medium_stress_impact_loss
#			humble = miniscule_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_greed = -1
#				ai_energy = 0.5
#			}
#		}
#	}
#
#	after = {
#		ep3_harrying_widget_clear_effect = yes
#		# Since we sent custom imprisonment events, we want to block the default ones.
#		hidden_effect = {
#			add_character_flag = {
#				flag = block_imprisonment_event
#				days = 2
#			}
#		}
#	}
#}
#
##You are thrown in the dungeon
#ep3_story_cycle_harrying.3055 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3055.t
#	desc = ep3_story_cycle_harrying.3055.desc
#	theme = harrying
#	override_background = { reference = dungeon }
#	left_portrait = {
#		character = root
#		animation = prisondungeon
#		outfit_tags = { beggar_rags }
#	}
#	right_portrait = {
#		character = scope:william
#		animation = schadenfreude
#	}
#	lower_center_portrait = {
#		character = scope:sympathetic_courtier
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_imprisoned = yes
#		imprisoner = scope:william
#	}
#
#	immediate = {
#		if = {
#			limit = {
#				scope:william = {
#					any_courtier = {
#						culture = culture:anglo_saxon
#					}
#				}
#			}
#			scope:william = {
#				random_courtier = {
#					limit = {
#						culture = culture:anglo_saxon
#					}
#					save_scope_as = sympathetic_courtier
#				}
#			}
#		}
#		else = {
#			hidden_effect = {
#				create_character = {
#					employer = scope:william
#					template = servant_character
#					gender_female_chance = 50
#					culture = culture:anglo_saxon
#					faith = root.faith
#					save_scope_as = sympathetic_courtier
#				}
#				scope:william = {
#					add_courtier = scope:sympathetic_courtier
#				}
#			}
#		}
#		add_character_flag = harrying_imprisoned_flag
#	}
#
#	option = { #You look around your cell
#		name = ep3_story_cycle_harrying.3055.a
#
#		stress_impact = {
#			base = minor_stress_impact_gain
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	after = {
#		trigger_event = {
#			id = ep3_story_cycle_harrying.3056
#			days = { 30 40 }
#		}
#	}
#}
#
## A mysterious letter appears
#ep3_story_cycle_harrying.3056 = {
#	type = character_event
#	window = anonymous_letter_event
#	title = debug.0002.t
#	desc = ep3_story_cycle_harrying.3056.desc
#	theme = harrying
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_imprisoned = yes
#		imprisoner = scope:william
#	}
#
#	option = { # A lifeline!
#		name = ep3_story_cycle_harrying.3056.a
#
#		stress_impact = {
#			base = minor_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 100
#		}		
#	}
#
#	after = {
#		trigger_event = {
#			id = ep3_story_cycle_harrying.3057
#			days = { 2 4 }
#		}
#	}
#}
#
##You are sprung free!
#ep3_story_cycle_harrying.3057 = {
#	type = character_event
#	title = ep3_story_cycle_harrying.3057.t
#	desc = ep3_story_cycle_harrying.3057.desc
#	theme = harrying
#	override_background = { reference = alley_night }
#
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#	right_portrait = {
#		character = scope:sympathetic_courtier
#		animation = survey
#		outfit_tags = { western_stealth_hood }
#	}
#	widget = {
#		gui = "event_window_widget_harrying"
#		container = "custom_widgets_container"
#	}
#
#	trigger = {
#		has_ep3_dlc_trigger = yes
#		is_imprisoned = yes
#		imprisoner = scope:william
#	}
#
#	immediate = {
#		ep3_harrying_widget_setup_effect = yes
#	}
#
#	option = { #Come with me!
#		name = ep3_story_cycle_harrying.3057.a
#
#		duel = {
#			skill = diplomacy
#			value = decent_skill_rating
#			50 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3057.a.success
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3057.a.success
#					left_icon = root
#					right_icon = scope:sympathetic_courtier
#	
#					add_courtier = scope:sympathetic_courtier
#
#					reverse_add_opinion = {
#						target = scope:sympathetic_courtier
#						modifier = pleased_opinion
#						opinion = 15
#					}
#
#					hidden_effect = {
#						start_travel_plan = {
#							destination = root.domicile.domicile_location
#							players_use_planner = no
#							on_arrival_destinations = last
#							return_trip = no
#						}
#					}
#				}
#			}
#			50 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -3.5
#					min = -49
#				}
#				desc = ep3_story_cycle_harrying.3057.a.failure
#
#				send_interface_toast = {
#					title = ep3_story_cycle_harrying.3057.a.failure
#					left_icon = root
#					right_icon = scope:sympathetic_courtier
#
#					add_stress = miniscule_stress_gain
#				}
#			}
#		}
#
#		release_from_prison = yes #Used here for event order reasons
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { #I will always remember you.
#		name = ep3_story_cycle_harrying.3057.b
#
#		#scope:sympathetic_courtier = { #In case we ever wanna use him for something
#		#	add_character_flag = sympathetic_courtier_flag
#		#}
#
#		stress_impact = {
#			base = minor_stress_impact_loss
#		}
#
#		release_from_prison = yes #Used here for event order reasons
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	after = {
#		start_travel_plan = {
#			destination = root.domicile.domicile_location
#			players_use_planner = no
#			on_arrival_destinations = last
#			return_trip = no
#		}
#		scope:sympathetic_courtier = {
#			add_stress = medium_stress_loss #Prevent errors
#		}
#		ep3_harrying_widget_clear_effect = yes
#		remove_character_flag = harrying_imprisoned_flag
#	}
#}
#