﻿namespace = iberia_north_africa

#decision_form_portugal events
#0001	- Tell founder about portugal
#0002	- Tell everyone in diplo range about portugal (and convert people in portugal to portuguese culture)

#decision_unite_the_spanish_thrones
#0005	- Tell uniter about united thrones
#0006	- Tell everyone in diplo range about united thrones (and destroy titles)

#decision_unite_africa
#0010	- I united Africa
#0011	- Someone united Frica

#decision_avenge_the_battle_of_tours
#0015	- I avenged the battle of Tours
#0016	- Someone avenged the battle of tours


#decision_build_grand_church
#1001	- I built a church!
#1002	- Someone built a church

## FP2

#golden_age_jewish_science_in_iberia_decision
#2001	- Book Seller
#2002	- Eye Surgery
#2003	- Fighting Scholars

#2105	- Notification for Mediterranean decision

#build_holy_pilgrim_roads_decision
#2011		- Wandering Warrior
#2012		- Relatable Scholar
#2013-2014	- Gift from HoF



##I formed Portugal!
#iberia_north_africa.0001 = { #by Mathilda Bjarnehed
#	type = character_event
#	title = iberia_north_africa.0001.t
#	desc = {
#		desc = iberia_north_africa.0001.start.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					game_start_date >= 789.1.1 #The end of Umayyad Conquest
#					faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } }
#				}
#				desc = iberia_north_africa.0001.christian.desc
#			}
#			triggered_desc = {
#				trigger = {
#					game_start_date >= 789.1.1 #The end of Umayyad Conquest
#					faith = { religion_tag = islam_religion }
#				}
#				desc = iberia_north_africa.0001.muslim.desc
#			}
#		}
#		desc = iberia_north_africa.0001.end.desc
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:portugal_former
#		animation = admiration
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_positive_effect"
#		form_portugal_decision_effects = yes #Title changes, prestige, culture swap
#
#		legend_seed_new_title_effect = yes
#	}
#
#	option = {
#		name = iberia_north_africa.0001.a
#		set_nickname_effect = { NICKNAME = nick_the_great }
#	}
#}
#
#scripted_trigger iberia_north_africa_0002_is_in_portugal_trigger = {
#	capital_province = {
#		county = {
#			any_this_title_or_de_jure_above = {
#				this = title:k_portugal
#			}
#		}
#	}
#}
#
##Someone formed Portugal!
#iberia_north_africa.0002 = { #by Mathilda Bjarnehed
#	type = character_event
#	title = iberia_north_africa.0001.t
#	desc = {
#		desc = iberia_north_africa.0002.start.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					has_RelationToMe_relation = { CHARACTER = scope:portugal_former }
#				}
#				desc = iberia_north_africa.0002.relation_former.desc
#			}
#			desc = iberia_north_africa.0002.former.desc
#		}	
#		desc = iberia_north_africa.0002.end.desc		
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:portugal_former
#		animation = admiration
#	}
#
#	immediate = {
#		#If in Portugal, play the appropriate sound effect.
#		if = {
#			limit = { iberia_north_africa_0002_is_in_portugal_trigger = yes }
#			play_music_cue = "mx_cue_positive_effect"
#		}
#	}
#
#	#OK
#	option = {
#		trigger = { iberia_north_africa_0002_is_in_portugal_trigger = no }
#		name = {
#			trigger = { faith = scope:portugal_former.faith }
#			text = iberia_north_africa.0002.a1
#		}
#		name = {
#			trigger = { faith != scope:portugal_former.faith }
#			text = name_i_see
#		}
#	}
#
#	#Convert to portuguese
#	option = {
#		trigger = { iberia_north_africa_0002_is_in_portugal_trigger = yes }
#		name = iberia_north_africa.0002.b
#
#		every_courtier = {
#			limit = { has_same_culture_as = root }
#			add_to_list = convert_list
#		}
#
#		set_culture = culture:portuguese
#
#		every_in_list = {
#			list = convert_list
#			custom = portguese_convert_list_court
#			set_culture = culture:portuguese
#		}
#
#		ai_chance = {
#			base = 1
#		}
#	}
#
#	#Keep my culture
#	option = {
#		trigger = { iberia_north_africa_0002_is_in_portugal_trigger = yes }
#		name = iberia_north_africa.0002.c
#
#		reverse_add_opinion = {
#			target = scope:portugal_former
#			modifier = disappointed_opinion
#			opinion = -15
#		}
#
#		ai_chance = {
#			base = 0
#		}
#	}
#}
#
#
##I have united the Spanish thrones!
#iberia_north_africa.0005 = { #by Mathilda Bjarnehed
#	type = character_event
#	title = iberia_north_africa.0005.t
#	desc = iberia_north_africa.0005.desc
#	theme = realm
#	left_portrait = {
#		character = scope:spain_uniter
#		animation = personality_bold
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_positive_effect"
#		unite_the_spanish_thrones_decision_effects = yes
#		legend_seed_great_deed_title_effect = {
#			TITLE = root.primary_title
#		}
#
#	}
#	
#	option = {
#		name = iberia_north_africa.0005.a
#
#		give_nickname = nick_the_motherfather_of_spain
#	}
#}
#
##Someone united the spanish thrones!
#iberia_north_africa.0006 = { #by Mathilda Bjarnehed
#	type = character_event
#	title = iberia_north_africa.0005.t
#	desc = {
#		desc = iberia_north_africa.0006.start.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					has_RelationToMe_relation = { CHARACTER = scope:spain_uniter }
#				}
#				desc = iberia_north_africa.0006.relation_former.desc
#			}
#			desc = iberia_north_africa.0006.former.desc
#		}	
#		desc = iberia_north_africa.0006.end.desc		
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:spain_uniter
#		animation = personality_bold
#	}
#	
#	option = {
#		name = name_i_see
#	}
#}
#
#I have united Africa!
#iberia_north_africa.0010 = { #by Mathilda Bjarnehed
#	type = character_event
#	title = iberia_north_africa.0010.t
#	desc = {
#		desc = iberia_north_africa.0010.start.desc
#		triggered_desc = {
#			trigger = {
#				exists = scope:vassal_1
#				exists = scope:vassal_2
#			}
#			desc = iberia_north_africa.0010.vassals.desc
#		}
#		first_valid = {
#			triggered_desc = {
#				trigger = { faith = { religion_tag = west_african_bori_religion } }
#				desc = iberia_north_africa.0010.spirits.desc
#			}
#			triggered_desc = {
#				trigger = {
#					faith = {
#						OR = {
#							religion_tag = west_african_roog_religion
#							religion_tag = west_african_religion
#						}
#					}
#				}
#				desc = iberia_north_africa.0010.ancestors.desc
#			}
#			desc = iberia_north_africa.0010.generic.desc
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:africa_uniter
#		animation = personality_honorable
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_epic_sacral_moment"
#		unite_africa_decision_effects = yes
#		legend_seed_great_deed_region_effect = {
#			REGION = geographical_region:world_africa
#		}
#
#		#For description
#		random_vassal = {
#			limit = { highest_held_title_tier = tier_kingdom }
#			alternative_limit = { highest_held_title_tier = tier_duchy }
#			alternative_limit = { highest_held_title_tier = tier_county }
#			save_scope_as = vassal_1
#		}
#		random_vassal_or_below = {
#			limit = {
#				NOR = {
#					has_culture = scope:vassal_1.culture
#					highest_held_title_tier = scope:vassal_1.highest_held_title_tier
#				}
#				highest_held_title_tier = tier_county
#			}
#			alternative_limit = {
#				NOR = {
#					has_culture = scope:vassal_1.culture
#					highest_held_title_tier = scope:vassal_1.highest_held_title_tier
#				}
#				highest_held_title_tier = tier_duchy
#			}
#			alternative_limit = {
#				NOR = {
#					has_culture = scope:vassal_1.culture
#					highest_held_title_tier = scope:vassal_1.highest_held_title_tier
#				}
#			}
#			save_scope_as = vassal_2
#		}
#	}
#	
#	option = {
#		name = iberia_north_africa.0010.a
#
#		give_nickname = nick_the_unifier_of_africa
#	}
#}
#
##Someone united Africa!
#iberia_north_africa.0011 = { #by Mathilda Bjarnehed
#	type = character_event
#	title = iberia_north_africa.0010.t
#	desc = {
#		desc = iberia_north_africa.0011.start.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					has_RelationToMe_relation = { CHARACTER = scope:africa_uniter }
#				}
#				desc = iberia_north_africa.0011.relation_former.desc
#			}
#			desc = iberia_north_africa.0011.former.desc
#		}	
#		desc = iberia_north_africa.0011.end.desc		
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:africa_uniter
#		animation = personality_honorable
#	}
#
#	immediate = {
#		show_as_tooltip = {
#			scope:africa_uniter.faith = {
#				change_fervor = {
#					value = medium_fervor_gain
#					desc = fervor_gain_united_africa
#				}
#			}
#		}
#	}
#	
#	option = {
#		name = {
#			trigger = { faith = scope:africa_uniter.faith }
#			text = iberia_north_africa.0002.a1
#		}
#		name = {
#			trigger = { faith != scope:africa_uniter.faith }
#			text = name_alas
#		}
#	}
#}
#
#
##I have avenged the Battle of Tours
#iberia_north_africa.0015 = { #by Mathilda Bjarnehed
#	type = character_event
#	title = iberia_north_africa.0015.t
#	desc = {
#		desc = iberia_north_africa.0015.part1.desc
#		desc = iberia_north_africa.0015.part2.desc
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:avenger
#		animation = personality_vengeful
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_combat_2"
#		avenge_the_battle_of_tours_decision_effects = yes
#		legend_seed_great_deed_faith_effect = {
#			ANTAGONIST = scope:frankish_christian_faith.religious_head
#			OLD_FAITH = scope:frankish_christian_faith
#		}
#	}
#
#	option = {
#		name = iberia_north_africa.0015.a
#		
#			
#	}
#}
#
##Someone avenged the Battle of Tours
#iberia_north_africa.0016 = { #by Mathilda Bjarnehed
#	type = character_event
#	title = {
#		first_valid = {
#			triggered_desc = {
#				trigger = { faith = { religion_tag = islam_religion } }
#				desc = iberia_north_africa.0015.t
#			}
#			desc = iberia_north_africa.0016.t
#		}
#	}
#	desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = { faith = { religion_tag = islam_religion } }
#				desc = {
#					desc = iberia_north_africa.0015.part1.desc
#					first_valid = {
#						triggered_desc = {
#							trigger = {
#								has_RelationToMe_relation = { CHARACTER = scope:avenger }
#							}
#							desc = iberia_north_africa.0016.relation_former.desc
#						}
#						desc = iberia_north_africa.0016.former.desc
#					}
#					desc = iberia_north_africa.0015.islam.desc
#				}
#			}
#			desc = iberia_north_africa.0016.generic.desc
#		}
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:avenger
#		animation = personality_vengeful
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_combat_3"
#		if = {
#			limit = { exists = scope:frankish_christian_faith }
#			show_as_tooltip = {
#				scope:avenger = {
#					faith = {
#						change_fervor = {
#							value = major_fervor_gain
#							desc = fervor_gain_avenged_battle_of_tours
#						}
#					}
#				}
#				scope:frankish_christian_faith = {
#					change_fervor = {
#						value = major_fervor_loss
#						desc = fervor_loss_avenged_battle_of_tours
#					}
#				}
#			}
#		}
#	}
#
#	option = {
#		name = {
#			trigger = { faith = { religion_tag = islam_religion } }
#			text = iberia_north_africa.0015.a
#		}
#		name = {
#			trigger = { faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } } }
#			text = iberia_north_africa.0016.christianity.a
#		}
#		name = {
#			trigger = {
#				faith = {
#					NOR = {
#						OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion }
#						religion_tag = islam_religion
#					}
#				}
#			}
#			text = name_alas
#		}
#	}
#}
#
##I formed Canarias!
#iberia_north_africa.9101 = { #by James Beaumont
#	type = character_event
#	title = iberia_north_africa.9101.t
#	desc = {
#		desc = iberia_north_africa.9101.desc.intro
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					NOT = { religion = religion:north_african_religion }
#				}
#				desc = iberia_north_africa.9101.desc.iberian
#			}
#			triggered_desc = {
#				trigger = {
#					religion = religion:north_african_religion
#				}
#				desc = iberia_north_africa.9101.desc.guanche
#			}
#		}
#		desc = iberia_north_africa.9101.desc.outro
#	}
#	theme = realm
#	left_portrait = {
#		character = scope:canarias_former
#		animation = admiration
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_positive_effect"
#		declare_canarias_decision_effects = yes
#		legend_seed_new_title_effect = yes
#	}
#
#	option = {
#		name = iberia_north_africa.9101.a
#		trigger = {
#			NOT = {
#				culture = { has_cultural_pillar = heritage_iberian }
#			}
#		}
#		set_nickname_effect = { NICKNAME = nick_the_great }
#	}
#
#	option = {
#		name = iberia_north_africa.9101.b
#		trigger = {
#			NAND = {
#				culture = { has_cultural_pillar = heritage_berber }
#				religion = religion:north_african_religion
#			}
#		}
#		set_nickname_effect = { NICKNAME = nick_the_great }
#		title:k_canarias = {
#			set_de_jure_liege_title = title:e_spain
#		}
#	}
#}
#
###################################################
## Loyalty to St. Peter's Throne
## by Ewan Cowhig Croft
## 0101 - 0110
###################################################
#
##	Mozarabic Christianity reaffirms its place amongst the ecumenical churches.
#iberia_north_africa.0101 = {
#	type = character_event
#	title = iberia_north_africa.0101.t
#	desc = iberia_north_africa.0101.desc
#	theme = faith
#	left_portrait = {
#		character = scope:religious_leader
#		animation = personality_zealous
#	}
#	right_portrait = {
#		character = scope:pope
#		animation = flirtation
#	}
#
#	immediate = { play_music_cue = "mx_cue_faith_conversion" }
#
#	# One people, one faith: swap Rite for Communal Identity.
#	option = {
#		name = iberia_north_africa.0101.a
#		flavor = iberia_north_africa.0101.a.tt
#
#		# Apply the effects in the after block to keep future notifications from erroring.
#		show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes }
#		# Flag our choice.
#		save_scope_value_as = {
#			name = mozarabic_choice
#			value = flag:righteous
#		}
#
#		stress_impact = {
#			shy = minor_stress_impact_gain
#			cynical = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_sociability = 1
#				ai_zeal = 0.5
#			}
#		}
#	}
#	
#	# We cannot be afraid to seize power in order to defend our own: swap Rite for Pursuit of Power.
#	option = {
#		name = iberia_north_africa.0101.b
#		flavor = iberia_north_africa.0101.b.tt
#
#		# Apply the effects in the after block to keep future notifications from erroring.
#		show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes }
#		# Flag our choice.
#		save_scope_value_as = {
#			name = mozarabic_choice
#			value = flag:fundamentalist
#		}
#
#		stress_impact = {
#			compassionate = medium_stress_impact_loss
#			craven = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 1
#				ai_compassion = -1
#			}
#		}
#	}
#	
#	# The GetHolyBooks will still need interpretation: swap Rite for Religious Law.
#	option = {
#		name = iberia_north_africa.0101.c
#		flavor = iberia_north_africa.0101.c.tt
#
#		# Apply the effects in the after block to keep future notifications from erroring.
#		show_as_tooltip = { mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes }
#		# Flag our choice.
#		save_scope_value_as = {
#			name = mozarabic_choice
#			value = flag:pluralist
#		}
#
#		stress_impact = {
#			lazy = medium_stress_impact_loss
#			arbitrary = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_rationality = 1
#				ai_energy = 0.5
#			}
#		}
#	}
#
#	after = {
#		# Now take care of notification events for players.
#		every_player = {
#			limit = {
#				this != scope:religious_leader
#				OR = {
#					faith = faith:mozarabic_church
#					any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege }
#				}
#			}
#			trigger_event = iberia_north_africa.0102
#		}
#		# And finally, actually apply the effects.
#		if = {
#			limit = {
#				exists = scope:mozarabic_choice
#				scope:mozarabic_choice = flag:fundamentalist
#			}
#			mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes
#		}
#		if = {
#			limit = {
#				exists = scope:mozarabic_choice
#				scope:mozarabic_choice = flag:righteous
#			}
#			mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes
#		}
#		if = {
#			limit = {
#				exists = scope:mozarabic_choice
#				scope:mozarabic_choice = flag:pluralist
#			}
#			mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes
#		}
#	}
#}
#
##	Notification event for relevant players.
#iberia_north_africa.0102 = {
#	type = character_event
#	title = iberia_north_africa.0102.t
#	desc = {
#		desc = iberia_north_africa.0102.desc.intro
#		# Fundamentalist
#		triggered_desc = {
#			trigger = { scope:mozarabic_choice = flag:fundamentalist }
#			desc = iberia_north_africa.0102.desc.fundamentalist
#		}
#		# Righteous
#		triggered_desc = {
#			trigger = { scope:mozarabic_choice = flag:righteous }
#			desc = iberia_north_africa.0102.desc.righteous
#		}
#		# Pluralist
#		triggered_desc = {
#			trigger = { scope:mozarabic_choice = flag:pluralist }
#			desc = iberia_north_africa.0102.desc.pluralist
#		}
#	}
#	theme = faith
#	left_portrait = {
#		character = scope:religious_leader
#		animation = personality_zealous
#	}
#	right_portrait = {
#		character = scope:pope
#		animation = flirtation
#	}
#
#	immediate = { play_music_cue = "mx_cue_faith_conversion" }
#
#	# Fundamentalist path.
#	option = {
#		# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { faith = faith:mozarabic_church }
#						desc = iberia_north_africa.0102.a.same_faith
#					}
#					triggered_desc = {
#						trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
#						desc = iberia_north_africa.0102.a.same_religion
#					}
#					desc = iberia_north_africa.0102.a.misc
#				}
#			}
#		}
#		trigger = { scope:mozarabic_choice = flag:fundamentalist }
#
#		show_as_tooltip = {
#			scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_fundamentalist_path_scripted_effect = yes }
#		}
#
#		# No stress impact for a notification event.
#		ai_chance = {
#			# AI chance isn't relevant for a notification event.
#			base = 100
#		}
#	}
#	
#	# Righteous path.
#	option = {
#		# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { faith = faith:mozarabic_church }
#						desc = iberia_north_africa.0102.b.same_faith
#					}
#					triggered_desc = {
#						trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
#						desc = iberia_north_africa.0102.b.same_religion
#					}
#					desc = iberia_north_africa.0102.b.misc
#				}
#			}
#		}
#		trigger = { scope:mozarabic_choice = flag:righteous }
#
#		show_as_tooltip = {
#			scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_righteous_path_scripted_effect = yes }
#		}
#
#		# No stress impact for a notification event.
#		ai_chance = {
#			# AI chance isn't relevant for a notification event.
#			base = 100
#		}
#	}
#	
#	# Pluralist path.
#	option = {
#		# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { faith = faith:mozarabic_church }
#						desc = iberia_north_africa.0102.c.same_faith
#					}
#					triggered_desc = {
#						trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
#						desc = iberia_north_africa.0102.c.same_religion
#					}
#					desc = iberia_north_africa.0102.c.misc
#				}
#			}
#		}
#		trigger = { scope:mozarabic_choice = flag:pluralist }
#
#		show_as_tooltip = {
#			scope:religious_leader = { mozarabic_bind_the_faith_to_rome_decision_pluralist_path_scripted_effect = yes }
#		}
#
#		# No stress impact for a notification event.
#		ai_chance = {
#			# AI chance isn't relevant for a notification event.
#			base = 100
#		}
#	}
#}
#
###################################################
## An Iberian Rite
## by Ewan Cowhig Croft
## 0111 - 0120
###################################################
#
##	Mozarabic Christianity breaks away from Rome's strictures.
#iberia_north_africa.0111 = {
#	type = character_event
#	title = iberia_north_africa.0111.t
#	desc = iberia_north_africa.0111.desc
#	theme = faith
#	left_portrait = {
#		character = scope:religious_leader
#		animation = personality_vengeful
#	}
#	right_portrait = {
#		character = scope:pope
#		animation = fear
#	}
#
#	immediate = { play_music_cue = "mx_cue_faith_conversion" }
#
#	# Jesus taught peace, and we shall follow: swap Rite for Pacifism.
#	option = {
#		name = iberia_north_africa.0111.a
#		flavor = iberia_north_africa.0111.a.tt
#
#		# Apply the effects in the after block to keep future notifications from erroring.
#		show_as_tooltip = { mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes }
#		# Flag our choice.
#		save_scope_value_as = {
#			name = mozarabic_choice
#			value = flag:righteous
#		}
#
#		stress_impact = {
#			shy = minor_stress_impact_gain
#			cynical = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_sociability = 1
#				ai_zeal = 0.5
#			}
#		}
#	}
#	
#	# Even without Rome, we know the value of defending our own: swap Rite for Armed Pilgrimages.
#	option = {
#		name = iberia_north_africa.0111.b
#		flavor = iberia_north_africa.0111.b.tt
#
#		# Apply the effects in the after block to keep future notifications from erroring.
#		show_as_tooltip = { mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes }
#		# Flag our choice.
#		save_scope_value_as = {
#			name = mozarabic_choice
#			value = flag:fundamentalist
#		}
#
#		stress_impact = {
#			compassionate = medium_stress_impact_loss
#			craven = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 1
#				ai_compassion = -1
#			}
#		}
#	}
#	
#	# Is Islam not a religion of the Book too?: swap Rite for Islamic Syncretism.
#	option = {
#		name = iberia_north_africa.0111.c
#		flavor = iberia_north_africa.0111.c.tt
#
#		# Apply the effects in the after block to keep future notifications from erroring.
#		show_as_tooltip = { mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes }
#		# Flag our choice.
#		save_scope_value_as = {
#			name = mozarabic_choice
#			value = flag:pluralist
#		}
#
#		stress_impact = {
#			lazy = medium_stress_impact_loss
#			arbitrary = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_rationality = 1
#				ai_energy = 0.5
#			}
#		}
#	}
#
#	after = {
#		mozarabic_break_with_rome_decision_hof_and_ecumenism_processing_scripted_effect = yes
#		# Now take care of notification events for players.
#		every_player = {
#			limit = {
#				this != scope:religious_leader
#				OR = {
#					faith = faith:mozarabic_church
#					any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege }
#				}
#			}
#			trigger_event = iberia_north_africa.0112
#		}
#		# And finally, actually apply the effects.
#		if = {
#			limit = {
#				exists = scope:mozarabic_choice
#				scope:mozarabic_choice = flag:fundamentalist
#			}
#			mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes
#		}
#		if = {
#			limit = {
#				exists = scope:mozarabic_choice
#				scope:mozarabic_choice = flag:righteous
#			}
#			mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes
#		}
#		if = {
#			limit = {
#				exists = scope:mozarabic_choice
#				scope:mozarabic_choice = flag:pluralist
#			}
#			mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes
#		}		
#	}
#}
#
##	Notification event for relevant players.
#iberia_north_africa.0112 = {
#	type = character_event
#	title = iberia_north_africa.0112.t
#	desc = {
#		desc = iberia_north_africa.0112.desc.intro
#		# Fundamentalist
#		triggered_desc = {
#			trigger = { scope:mozarabic_choice = flag:fundamentalist }
#			desc = iberia_north_africa.0112.desc.fundamentalist
#		}
#		# Righteous
#		triggered_desc = {
#			trigger = { scope:mozarabic_choice = flag:righteous }
#			desc = iberia_north_africa.0112.desc.righteous
#		}
#		# Pluralist
#		triggered_desc = {
#			trigger = { scope:mozarabic_choice = flag:pluralist }
#			desc = iberia_north_africa.0112.desc.pluralist
#		}
#	}
#	theme = faith
#	left_portrait = {
#		character = scope:religious_leader
#		animation = personality_vengeful
#	}
#	right_portrait = {
#		character = scope:pope
#		animation = fear
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_faith_conversion"
#	}
#
#	# Fundamentalist path.
#	option = {
#		# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { faith = faith:mozarabic_church }
#						desc = iberia_north_africa.0112.a.same_faith
#					}
#					triggered_desc = {
#						trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
#						desc = iberia_north_africa.0112.a.same_religion
#					}
#					desc = iberia_north_africa.0112.a.misc
#				}
#			}
#		}
#		trigger = { scope:mozarabic_choice = flag:fundamentalist }
#
#		show_as_tooltip = {
#			scope:religious_leader = { mozarabic_break_with_rome_decision_fundamentalist_path_scripted_effect = yes }
#		}
#
#		# No stress impact for a notification event.
#		ai_chance = {
#			# AI chance isn't relevant for a notification event.
#			base = 100
#		}
#	}
#	
#	# Righteous path.
#	option = {
#		# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { faith = faith:mozarabic_church }
#						desc = iberia_north_africa.0112.b.same_faith
#					}
#					triggered_desc = {
#						trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
#						desc = iberia_north_africa.0112.b.same_religion
#					}
#					desc = iberia_north_africa.0112.b.misc
#				}
#			}
#		}
#		trigger = { scope:mozarabic_choice = flag:righteous }
#
#		show_as_tooltip = {
#			scope:religious_leader = { mozarabic_break_with_rome_decision_righteous_path_scripted_effect = yes }
#		}
#
#		# No stress impact for a notification event.
#		ai_chance = {
#			# AI chance isn't relevant for a notification event.
#			base = 100
#		}
#	}
#	
#	# Pluralist path.
#	option = {
#		# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = {
#							faith = {
#								OR = {
#									this = faith:mozarabic_church
#									has_doctrine = tenet_islamic_syncretism
#								}
#							}
#						}
#						desc = iberia_north_africa.0112.c.same_faith
#					}
#					triggered_desc = {
#						trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
#						desc = iberia_north_africa.0112.c.same_religion
#					}
#					triggered_desc = {
#						trigger = { religion = religion:islam_religion }
#						desc = iberia_north_africa.0112.c.same_religion
#					}
#					desc = iberia_north_africa.0112.c.misc
#				}
#			}
#		}
#		trigger = { scope:mozarabic_choice = flag:pluralist }
#
#		show_as_tooltip = {
#			scope:religious_leader = { mozarabic_break_with_rome_decision_pluralist_path_scripted_effect = yes }
#		}
#
#		# No stress impact for a notification event.
#		ai_chance = {
#			# AI chance isn't relevant for a notification event.
#			base = 100
#		}
#	}
#
#	after = {
#		show_as_tooltip = { mozarabic_break_with_rome_decision_hof_and_ecumenism_processing_scripted_effect = yes }
#	}
#}
#
###################################################
## A Return to the Countryside
## ^Geddit GEDDIT [not-actually-particularly-clever chortling]
## by Ewan Cowhig Croft
## 0121 - 0130
###################################################
#
##	A disillusioned ruler seeks out and sponsors the remnant pagan aspects of the Pyrenees.
#iberia_north_africa.0121 = {
#	type = character_event
#	title = iberia_north_africa.0121.t
#	desc = {
#		desc = iberia_north_africa.0121.desc.intro
#		# Nab the rationalisation.
#		desc = {
#			# We order these according to approximate rarity level/importance.
#			## They're kept isolated in a scripted trigger file so that we can maintain easy parity between the decision rationales & the event desc rationales.
#			first_valid = {
#				# Excommunicated
#				triggered_desc = {
#					trigger = { favour_the_countryside_basques_rationale_excommunicated_trigger = yes }
#					desc = iberia_north_africa.0121.desc.excommunicated
#				}
#				# Rivalry with HoF
#				triggered_desc = {
#					trigger = { favour_the_countryside_basques_rationale_hof_rivalry_trigger = yes }
#					desc = iberia_north_africa.0121.desc.rivalry_with_hof
#				}
#				# Negative Piety Level
#				triggered_desc = {
#					trigger = { favour_the_countryside_basques_rationale_negative_piety_level_trigger = yes }
#					desc = iberia_north_africa.0121.desc.negative_piety_level
#				}
#				# Easter egg: the Lorgar special
#				triggered_desc = {
#					trigger = { has_trait = zealous }
#					desc = iberia_north_africa.0121.desc.lorgar
#				}
#				# Sinful Traits
#				triggered_desc = {
#					trigger = { favour_the_countryside_basques_rationale_sinful_traits_trigger = yes }
#					desc = iberia_north_africa.0121.desc.sinful_traits
#				}
#				# Virtuous Basque pagan traits
#				triggered_desc = {
#					trigger = { favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = yes }
#					desc = iberia_north_africa.0121.desc.virtuous_basque_pagan_traits
#				}
#				# Naked cynicism; we use this as the fallback.
#				desc = iberia_north_africa.0121.desc.naked_cynicism
#			}
#		}
#		desc = iberia_north_africa.0121.desc.outro
#	}
#	theme = faith
#	left_portrait = {
#		character = scope:religious_leader
#		animation = scheme
#	}
#	right_portrait = {
#		character = scope:scandalised_cleric
#		animation = stress
#	}
#	override_background = { reference = wilderness_mountains }
#
#	immediate = {
#		play_music_cue = "mx_cue_faith_conversion"
#	}
#
#	# scope:basque_faith shall be a warrior's faith again!: swap Christian Syncretism for Warmonger.
#	option = {
#		name = iberia_north_africa.0121.a
#		flavor = iberia_north_africa.0121.a.tt
#		# The AI should only really be doing this if they're coming out of the Vikings or otherwise have suitable traits.
#		trigger = {
#			OR = {
#				is_ai = no
#				scope:old_faith = { has_doctrine_parameter = great_holy_wars_active_if_reformed }
#				has_trait = wrathful
#				has_trait = crusader_king
#				has_trait = faith_warrior
#			}
#		}
#
#		# Apply the effects in the after block to keep future notifications from erroring.
#		show_as_tooltip = { favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes }
#		# Flag our choice.
#		save_scope_value_as = {
#			name = basque_choice
#			value = flag:righteous
#		}
#
#		stress_impact = {
#			base = major_stress_impact_gain
#			wrathful = miniscule_stress_impact_loss
#			calm = minor_stress_impact_gain
#			compassionate = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_vengefulness = 1
#				ai_energy = 0.5
#			}
#		}
#	}
#	
#	# It is more important to live in harmony with nature than with neighbours: swap Christian Syncretism for Sanctity of Nature.
#	option = {
#		name = iberia_north_africa.0121.b
#		flavor = iberia_north_africa.0121.b.tt
#		# The AI should only be doing this if they're self-assured about what it'll likely do to them, or it's something they're already in to.
#		trigger = {
#			OR = {
#				is_ai = no
#				faith = { has_doctrine_parameter = believes_in_harmony_with_nature_invisible }
#				AND = {
#					OR = {
#						has_trait = stubborn
#						has_trait = patient
#						has_trait = lifestyle_gardener
#					}
#					has_trait = calm
#					has_trait = brave
#				}
#			}
#		}
#
#		# Apply the effects in the after block to keep future notifications from erroring.
#		show_as_tooltip = { favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes }
#		# Flag our choice.
#		save_scope_value_as = {
#			name = basque_choice
#			value = flag:fundamentalist
#		}
#
#		stress_impact = {
#			base = major_stress_impact_gain
#			# I mean, you *know* this one is gonna come back to bite you, hard.
#			craven = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_zeal = 1
#				ai_vengefulness = -1
#			}
#		}
#	}
#	
#	# There are more worthy religions to share traditions with...: swap Christian Syncretism for Islamic Syncretism.
#	option = {
#		name = iberia_north_africa.0121.c
#		flavor = iberia_north_africa.0121.c.tt
#		# The AI should only really be doing this if it means they're adopting *less* traditions, not more.
#		trigger = {
#			OR = {
#				is_ai = no
#				faith = {
#					has_doctrine_parameter = islamic_syncretic_actor_opinion_active
#					religion = religion:islam_religion
#				}
#			}
#		}
#
#		# Apply the effects in the after block to keep future notifications from erroring.
#		show_as_tooltip = { favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes }
#		# Flag our choice.
#		save_scope_value_as = {
#			name = basque_choice
#			value = flag:pluralist
#		}
#
#		# Zealous Muslims & syncretics gain less stress from this.
#		if = {
#			limit = {
#				faith = {
#					has_doctrine_parameter = islamic_syncretic_actor_opinion_active
#					religion = religion:islam_religion
#				}
#			}
#			stress_impact = {
#				base = major_stress_impact_gain
#				zealous = medium_stress_impact_loss
#				fickle = minor_stress_impact_gain
#				drunkard = major_stress_impact_gain
#			}
#		}
#		# But everyone else doesn't.
#		else = {
#			stress_impact = {
#				base = major_stress_impact_gain
#				fickle = minor_stress_impact_gain
#				drunkard = major_stress_impact_gain
#			}
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_zeal = 1
#				ai_boldness = 1
#			}
#		}
#	}
#
#	# If I try to force change, am I any less corrupt than scope:old_faith?: leave the faith as you found it.
#	option = {
#		name = iberia_north_africa.0121.d
#		flavor = iberia_north_africa.0121.d.tt
#
#		# Apply the effects in the after block to keep future notifications from erroring.
#		show_as_tooltip = { favour_the_countryside_basques_decision_default_path_scripted_effect = yes }
#		# Flag our choice.
#		save_scope_value_as = {
#			name = basque_choice
#			value = flag:unchanged
#		}
#
#		stress_impact = {
#			lazy = minor_stress_impact_loss
#			arbitrary = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_rationality = 1
#				ai_energy = -0.5
#			}
#		}
#	}
#
#	after = {
#		legend_seed_great_deed_faith_effect = {
#			OLD_FAITH = scope:old_faith
#			ANTAGONIST = scope:scandalised_cleric
#		}
#		# Now take care of notification events for players.
#		every_player = {
#			limit = {
#				this != scope:religious_leader
#				OR = {
#					favour_the_countryside_basques_counts_as_basque_trigger = yes
#					any_neighboring_and_across_water_top_liege_realm_owner = { this = root.top_liege }
#				}
#			}
#			trigger_event = iberia_north_africa.0122
#		}
#		# And finally, actually apply the effects.
#		## Our default stuff.
#		favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
#		## Then our changes/lack of changes.
#		if = {
#			limit = {
#				exists = scope:basque_choice
#				scope:basque_choice = flag:fundamentalist
#			}
#			favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes
#		}
#		else_if = {
#			limit = {
#				exists = scope:basque_choice
#				scope:basque_choice = flag:righteous
#			}
#			favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes
#		}
#		else_if = {
#			limit = {
#				exists = scope:basque_choice
#				scope:basque_choice = flag:pluralist
#			}
#			favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes
#		}
#		else_if = {
#			limit = {
#				exists = scope:basque_choice
#				scope:basque_choice = flag:unchanged
#			}
#			favour_the_countryside_basques_decision_default_path_scripted_effect = yes
#		}
#	}
#}
#
##	Notification event for relevant players.
#iberia_north_africa.0122 = {
#	type = character_event
#	title = iberia_north_africa.0122.t
#	desc = {
#		desc = iberia_north_africa.0122.desc.intro
#		# Nab the rationalisation.
#		desc = {
#			# We order these according to approximate rarity level/importance.
#			## They're kept isolated in a scripted trigger file so that we can maintain easy parity between the decision rationales & the event desc rationales.
#			first_valid = {
#				# Excommunicated
#				triggered_desc = {
#					trigger = { favour_the_countryside_basques_rationale_excommunicated_trigger = yes }
#					desc = iberia_north_africa.0122.desc.excommunicated
#				}
#				# Rivalry with HoF
#				triggered_desc = {
#					trigger = { favour_the_countryside_basques_rationale_hof_rivalry_trigger = yes }
#					desc = iberia_north_africa.0122.desc.rivalry_with_hof
#				}
#				# Negative Piety Level
#				triggered_desc = {
#					trigger = { favour_the_countryside_basques_rationale_negative_piety_level_trigger = yes }
#					desc = iberia_north_africa.0122.desc.negative_piety_level
#				}
#				# Easter egg: the Lorgar special
#				triggered_desc = {
#					trigger = { has_trait = zealous }
#					desc = iberia_north_africa.0122.desc.lorgar
#				}
#				# Sinful Traits
#				triggered_desc = {
#					trigger = { favour_the_countryside_basques_rationale_sinful_traits_trigger = yes }
#					desc = iberia_north_africa.0122.desc.sinful_traits
#				}
#				# Virtuous Basque pagan traits
#				triggered_desc = {
#					trigger = { favour_the_countryside_basques_rationale_virtuous_basque_pagan_traits_trigger = yes }
#					desc = iberia_north_africa.0122.desc.virtuous_basque_pagan_traits
#				}
#				# Naked cynicism; we use this as the fallback.
#				desc = iberia_north_africa.0122.desc.naked_cynicism
#			}
#		}
#		desc = iberia_north_africa.0122.desc.midtro
#		# What direction is the faith going?
#		first_valid = {
#			# Fundamentalist
#			triggered_desc = {
#				trigger = { scope:basque_choice = flag:fundamentalist }
#				desc = iberia_north_africa.0122.desc.fundamentalist
#			}
#			# Righteous
#			triggered_desc = {
#				trigger = { scope:basque_choice = flag:righteous }
#				desc = iberia_north_africa.0122.desc.righteous
#			}
#			# Pluralist
#			triggered_desc = {
#				trigger = { scope:basque_choice = flag:pluralist }
#				desc = iberia_north_africa.0122.desc.pluralist
#			}
#			# Unchanged
#			triggered_desc = {
#				trigger = { scope:basque_choice = flag:unchanged }
#				desc = iberia_north_africa.0122.desc.unchanged
#			}
#		}
#	}
#	theme = faith
#	left_portrait = {
#		character = scope:religious_leader
#		animation = scheme
#	}
#	right_portrait = {
#		character = scope:scandalised_cleric
#		animation = stress
#	}
#	override_background = { reference = wilderness_mountains }
#
#	immediate = { play_music_cue = "mx_cue_faith_conversion" }
#
#	# Culturally Basque or Basque-adjacent player; join in?
#	option = {
#		name = iberia_north_africa.0122.a
#		trigger = {
#			is_ai = no
#			favour_the_countryside_basques_counts_as_basque_trigger = yes
#		}
#
#		set_character_faith_with_conversion = scope:religious_leader.faith
#		if = {
#			limit = { 
#				scope:religious_leader.faith = { has_doctrine = doctrine_monotheist }
#			}
#			custom_description_no_bullet = { text = mandala_monotheist_warning_tt }
#		}
#		show_as_tooltip = {
#			scope:religious_leader = {
#				favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
#				favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes
#			}
#		}
#
#		# No stress impact for a notification event.
#		ai_chance = {
#			# AI chance isn't relevant for a notification event.
#			base = 0
#		}
#	}
#	
#	# Fundamentalist path.
#	option = {
#		# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { faith = scope:old_faith }
#						desc = iberia_north_africa.0122.b.same_faith
#					}
#					triggered_desc = {
#						trigger = { religion = scope:old_faith.religion }
#						desc = iberia_north_africa.0122.b.same_religion
#					}
#					triggered_desc = {
#						trigger = {
#							faith = { has_doctrine_parameter = great_holy_wars_active_if_reformed }
#						}
#						desc = iberia_north_africa.0122.b.respects_fellow_warmongers
#					}
#					desc = iberia_north_africa.0122.b.misc
#				}
#			}
#		}
#		trigger = { scope:basque_choice = flag:fundamentalist }
#
#		show_as_tooltip = {
#			scope:religious_leader = {
#				favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
#				favour_the_countryside_basques_decision_righteous_path_scripted_effect = yes
#			}
#		}
#
#		# No stress impact for a notification event.
#		ai_chance = {
#			# AI chance isn't relevant for a notification event.
#			base = 100
#		}
#	}
#	
#	# Righteous path.
#	option = {
#		# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { faith = scope:old_faith }
#						desc = iberia_north_africa.0122.c.same_faith
#					}
#					triggered_desc = {
#						trigger = { religion = scope:old_faith.religion }
#						desc = iberia_north_africa.0122.c.same_religion
#					}
#					triggered_desc = {
#						trigger = {
#							faith = { has_doctrine_parameter = believes_in_harmony_with_nature_invisible }
#						}
#						desc = iberia_north_africa.0122.c.believes_in_harmony_with_nature
#					}
#					desc = iberia_north_africa.0122.c.misc
#				}
#			}
#		}
#		trigger = { scope:basque_choice = flag:righteous }
#
#		show_as_tooltip = {
#			scope:religious_leader = {
#				favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
#				favour_the_countryside_basques_decision_fundamentalist_path_scripted_effect = yes
#			}
#		}
#
#		# No stress impact for a notification event.
#		ai_chance = {
#			# AI chance isn't relevant for a notification event.
#			base = 100
#		}
#	}
#	
#	# Pluralist path.
#	option = {
#		# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { faith.religion = religion:islam_religion }
#						desc = iberia_north_africa.0122.d.muslim
#					}
#					triggered_desc = {
#						trigger = { faith = scope:old_faith }
#						desc = iberia_north_africa.0122.d.same_faith
#					}
#					triggered_desc = {
#						trigger = { religion = scope:old_faith.religion }
#						desc = iberia_north_africa.0122.d.same_religion
#					}
#					triggered_desc = {
#						trigger = {
#							faith = { has_doctrine_parameter = islamic_syncretic_actor_opinion_active }
#						}
#						desc = iberia_north_africa.0122.d.syncretised_with_islam
#					}
#					desc = iberia_north_africa.0122.d.misc
#				}
#			}
#		}
#		trigger = { scope:basque_choice = flag:pluralist }
#
#		show_as_tooltip = {
#			scope:religious_leader = {
#				favour_the_countryside_basques_decision_generic_effects_scripted_effect = yes
#				favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes
#			}
#		}
#
#		# No stress impact for a notification event.
#		ai_chance = {
#			# AI chance isn't relevant for a notification event.
#			base = 100
#		}
#	}
#
#	# Unchanged path.
#	option = {
#		# We're using a broken-out block because the auto-magical first_valid name stuff was borking.
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { faith = scope:old_faith }
#						desc = iberia_north_africa.0122.e.same_faith
#					}
#					triggered_desc = {
#						trigger = { religion = scope:old_faith.religion }
#						desc = iberia_north_africa.0122.e.same_religion
#					}
#					triggered_desc = {
#						trigger = {
#							faith = { has_doctrine_parameter = christian_syncretic_actor_opinion_active }
#						}
#						desc = iberia_north_africa.0122.e.syncretised_with_christianity
#					}
#					desc = iberia_north_africa.0122.e.misc
#				}
#			}
#		}
#		trigger = { scope:basque_choice = flag:unchanged }
#
#		show_as_tooltip = {
#			scope:religious_leader = { favour_the_countryside_basques_decision_pluralist_path_scripted_effect = yes }
#		}
#
#		# No stress impact for a notification event.
#		ai_chance = {
#			# AI chance isn't relevant for a notification event.
#			base = 100
#		}
#	}
#}
#
###################################################
## A Kingdom around the Aragon
## by Ewan Cowhig Croft
## 0131 - 0140
###################################################
#
#scripted_trigger convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = {
#	tier = tier_county
#	NOT = { culture = culture:aragonese }
#}
#
#scripted_effect copy_over_new_cultural_pillars_to_aragonese_effect = {
#	culture:aragonese = {
#		# Language.
#		if = {
#			limit = {
#				NOT = { has_same_culture_language = scope:founder_culture }
#			}
#			set_language_from = scope:founder_culture
#		}
#		# Martial Tradition.
#		if = {
#			limit = {
#				NOT = { has_same_culture_martial_tradition = scope:founder_culture }
#			}
#			set_martial_custom_from = scope:founder_culture
#		}
#		# We don't do heritage because we don't want to shift Aragonese out of the Iberian block.
#	}
#}
#
#scripted_effect calculate_controlled_aragonese_duchies_effect = {
#	random_list = {
#		100 = {
#			trigger = {
#				completely_controls = title:d_valencia
#				trigger_if = {
#					limit = { exists = scope:duchy_a }
#					NOT = { scope:duchy_a = title:d_valencia }
#				}
#				trigger_if = {
#					limit = { exists = scope:duchy_b }
#					NOT = { scope:duchy_a = title:d_valencia }
#				}
#				trigger_if = {
#					limit = { exists = scope:duchy_c }
#					NOT = { scope:duchy_a = title:d_valencia }
#				}
#			}
#			title:d_valencia = {
#				if = {
#					limit = {
#						NOT = { exists = scope:duchy_a }
#					}
#					save_scope_as = duchy_a
#				}
#				else_if = {
#					limit = {
#						NOT = {
#							this = scope:duchy_a
#							exists = scope:duchy_b
#						}
#					}
#					save_scope_as = duchy_b
#				}
#				else_if = {
#					limit = {
#						NOT = {
#							this = scope:duchy_a
#							this = scope:duchy_b
#							exists = scope:duchy_c
#						}
#					}
#					save_scope_as = duchy_c
#				}
#			}
#		}
#		100 = {
#			trigger = {
#				completely_controls = title:d_barcelona
#				trigger_if = {
#					limit = { exists = scope:duchy_a }
#					NOT = { scope:duchy_a = title:d_barcelona }
#				}
#				trigger_if = {
#					limit = { exists = scope:duchy_b }
#					NOT = { scope:duchy_a = title:d_barcelona }
#				}
#				trigger_if = {
#					limit = { exists = scope:duchy_c }
#					NOT = { scope:duchy_a = title:d_barcelona }
#				}
#			}
#			title:d_barcelona = {
#				if = {
#					limit = {
#						NOT = { exists = scope:duchy_a }
#					}
#					save_scope_as = duchy_a
#				}
#				else_if = {
#					limit = {
#						NOT = {
#							this = scope:duchy_a
#							exists = scope:duchy_b
#						}
#					}
#					save_scope_as = duchy_b
#				}
#				else_if = {
#					limit = {
#						NOT = {
#							this = scope:duchy_a
#							this = scope:duchy_b
#							exists = scope:duchy_c
#						}
#					}
#					save_scope_as = duchy_c
#				}
#			}
#		}
#		100 = {
#			trigger = {
#				completely_controls = title:d_navarra
#				trigger_if = {
#					limit = { exists = scope:duchy_a }
#					NOT = { scope:duchy_a = title:d_navarra }
#				}
#				trigger_if = {
#					limit = { exists = scope:duchy_b }
#					NOT = { scope:duchy_a = title:d_navarra }
#				}
#				trigger_if = {
#					limit = { exists = scope:duchy_c }
#					NOT = { scope:duchy_a = title:d_navarra }
#				}
#			}
#			title:d_navarra = {
#				if = {
#					limit = {
#						NOT = { exists = scope:duchy_a }
#					}
#					save_scope_as = duchy_a
#				}
#				else_if = {
#					limit = {
#						NOT = {
#							this = scope:duchy_a
#							exists = scope:duchy_b
#						}
#					}
#					save_scope_as = duchy_b
#				}
#				else_if = {
#					limit = {
#						NOT = {
#							this = scope:duchy_a
#							this = scope:duchy_b
#							exists = scope:duchy_c
#						}
#					}
#					save_scope_as = duchy_c
#				}
#			}
#		}
#	}
#}
#
#scripted_effect convert_aragonese_counties_to_aragonese_effect = {
#	# Several counties within d_aragon will convert.
#	while = {
#		custom = form_the_kingdom_of_aragon_decision.tt.x_random_counties_in_d_aragon
#		count = 3
#		title:d_aragon = {
#			random_in_de_jure_hierarchy = {
#				# If scope:founder has their capital in the area, make sure we grab it first.
#				limit = {
#					convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes
#					this = scope:founder.capital_county
#				}
#				# Otherwise, go for c_alto_aragon, but we want it to *look* random.
#				alternative_limit = {
#					convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes
#					this = title:c_alto_aragon
#					this != scope:founder.capital_county
#				}
#				# Then we grab any local county held by scope:founder.
#				alternative_limit = {
#					convert_random_aragonese_counties_in_d_aragon_basic_reqs_trigger = yes
#					holder = scope:founder
#					any_neighboring_county = { culture = culture:aragonese }
#				}
#				set_county_culture = culture:aragonese
#			}
#		}
#	}
#}
#
##	Aragon, and the Aragonese, has/have emerged.
#iberia_north_africa.0131 = {
#	type = character_event
#	title = iberia_north_africa.0131.t
#	desc = {
#		desc = iberia_north_africa.0131.desc.intro
#		first_valid = {
#			# Only has the minimum one duchy.
#			triggered_desc = {
#				trigger = {
#					NOT = { exists = scope:duchy_b }
#				}
#				desc = iberia_north_africa.0131.desc.duchy.one
#			}
#			# Has an extra duchy.
#			triggered_desc = {
#				trigger = {
#					NOT = { exists = scope:duchy_c }
#				}
#				desc = iberia_north_africa.0131.desc.duchy.two
#			}
#			# Has all three duchies!
#			desc = iberia_north_africa.0131.desc.duchy.three
#		}
#		desc = iberia_north_africa.0131.desc.outro
#	}
#	theme = crown
#	left_portrait = {
#		character = scope:founder
#		animation = personality_bold
#	}
#	override_background = { reference = farmland }
#
#	trigger = {
#		# Account for ruler designer'd Aragonese cultures.
#		NOT = { culture = culture:aragonese }
#	}
#
#	on_trigger_fail = {
#		# If you ruler designer'd in an Aragonese character, everything in this event is irrelevant to ye appart from the culture converting, so we just do that silently.
#		convert_aragonese_counties_to_aragonese_effect = yes
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_succession_instrumental"
#		# Calculate scopes for the desc loc.
#		calculate_controlled_aragonese_duchies_effect = yes
#		calculate_controlled_aragonese_duchies_effect = yes
#		calculate_controlled_aragonese_duchies_effect = yes
#		# Flip scope:founder's culture.
#		set_culture = culture:aragonese
#		# Change the culture a bit.
#		culture:aragonese = {
#			# Innovations are transferred over.
#			get_all_innovations_from = scope:founder_culture
#			# And the creation of the culture is adjusted.
#			reset_culture_creation_date = yes
#		}
#		# Several counties within d_aragon will convert.
#		convert_aragonese_counties_to_aragonese_effect = yes
#		legend_seed_new_title_effect = yes
#	}
#
#	# Vanilla: just the regular Aragonese culture, please.
#	option = {
#		name = iberia_north_africa.0131.a
#
#		# No other effects.
#
#		# No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
#		ai_chance = {
#			# The AI should basically always opt for vanilla.
#			base = 100
#		}
#	}
#	
#	# Take Pillars: not all the trappings of scope:founder_culture are so bad...
#	option = {
#		name = iberia_north_africa.0131.b
#		trigger = {
#			culture:aragonese = {
#				OR = {
#					NOT = { has_same_culture_language = scope:founder_culture }
#					NOT = { has_same_culture_martial_tradition = scope:founder_culture }
#				}
#			}
#		}
#
#		# Copy over the salient pillars.
#		copy_over_new_cultural_pillars_to_aragonese_effect = yes
#
#		# No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
#		ai_chance = {
#			# The AI should basically always opt for vanilla.
#			base = 0
#		}
#	}
#	
#	# Take Ethos: what's important to us hasn't changed.
#	option = {
#		name = iberia_north_africa.0131.c
#		trigger = {
#			culture:aragonese = {
#				NOT = { has_same_culture_ethos = scope:founder_culture }
#			}
#		}
#
#		# Copy over the ethos.
#		culture:aragonese = { set_ethos_from = scope:founder_culture }
#
#		# No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
#		ai_chance = {
#			# The AI should basically always opt for vanilla.
#			base = 0
#		}
#	}
#
#	# Take Both: we cannot forget our roots!
#	option = {
#		name = iberia_north_africa.0131.d
#		trigger = {
#			culture:aragonese = {
#				NOT = { has_same_culture_ethos = scope:founder_culture }
#				OR = {
#					NOT = { has_same_culture_language = scope:founder_culture }
#					NOT = { has_same_culture_martial_tradition = scope:founder_culture }
#				}
#			}
#		}
#
#		# Copy over the ethos.
#		culture:aragonese = { set_ethos_from = scope:founder_culture }
#		# Copy over the salient pillars.
#		copy_over_new_cultural_pillars_to_aragonese_effect = yes
#
#		# No stress impact, since it's too tricksy to figure out which traits should get stress from absorbing what foreign cultural pillars.
#		ai_chance = {
#			# The AI should basically always opt for vanilla.
#			base = 0
#			# ... *basically* always.
#			modifier = {
#				add = 100
#				has_trait = stubborn
#			}
#		}
#	}
#}
#
## No notification event for this'un, as it's a small decision.
#
## Secure the Mediterranean notif
#iberia_north_africa.2105 = {
#	type = character_event
#	title = iberia_north_africa.2105.t
#	desc = iberia_north_africa.2105.desc
#	theme = crown
#	override_background = { reference = throne_room_mediterranean }
#	left_portrait = root
#
#	immediate = {
#		show_as_tooltip = {
#			house = {
#				add_house_modifier = {
#					modifier = fp2_controls_the_mediterranean_house_modifier
#					years = 100
#				}
#			}
#			dynasty = { add_dynasty_prestige = major_prestige_gain }
#		}
#	}
#
#	option = {
#		name = iberia_north_africa.2105.a
#		custom_tooltip = secure_mediterranean_decision.a
#	}
#}
#
#########################################################
## golden_age_jewish_science_in_iberia_decision events
## By Hugo Cortell
##
## Note: These events are all additional 
## rewards for sponsoring a golden age,
## therefore they are not much of a challenge.
## Just some cool free stuff for players!
#########################################################
#iberia_north_africa.2001 = { # Jewish translator of old books (reward: skill boost)
#	type = character_event
#	title = iberia_north_africa.2001.t
#	desc = iberia_north_africa.2001.desc
#
#	theme = learning
#	override_background = { reference = throne_room }
#	left_portrait = {
#		character = root
#		animation = personality_content
#	}
#	right_portrait = {
#		character = scope:generated_actor
#		animation = admiration
#	}
#
#	immediate = {
#		create_character = {
#			age = { 24 51 }
#			location = root.capital_province
#			gender_female_chance = root_faith_dominant_gender_female_chance
#			culture = root.culture
#			faith = faith:congregationist
#			random_traits = yes
#			trait = education_learning_2
#			learning = { 6 12 }
#		
#			dynasty = none
#			after_creation = { 
#				add_prestige = { minor_prestige_gain major_prestige_gain }
#				add_piety = { minor_piety_gain medium_piety_gain }
#			}
#		
#			save_scope_as = generated_actor
#		}
#
#		get_lowest_player_skill_effect = yes
#	}
#
#	option = { # Request a book that will make up for your weaknesses - for a price
#		flavor = iberia_north_africa.2001.a.a
#		name = {
#			text = {
#				desc = iberia_north_africa.2001.a
#				desc = {
#					first_valid = {
#						triggered_desc = {
#							trigger = { scope:lowest_player_skill = flag:martial }
#							desc = iberia_north_africa.2001.a.martial
#						}
#						triggered_desc = {
#							trigger = { scope:lowest_player_skill = flag:learning }
#							desc = iberia_north_africa.2001.a.learning
#						}
#						triggered_desc = {
#							trigger = { scope:lowest_player_skill = flag:stewardship }
#							desc = iberia_north_africa.2001.a.stewardship
#						}
#						desc = iberia_north_africa.2001.a.diplointrigue
#					}
#				}
#				desc = iberia_north_africa.2001.a.end
#			}
#		}
#
#		send_interface_message = {
#			type = event_learning_good
#			title = iberia_north_africa.2001.t
#			right_icon = scope:generated_actor
#		
#			pay_short_term_gold = {
#				target = scope:generated_actor
#				gold = medium_gold_value
#			}
#			if = {
#				limit = { scope:lowest_player_skill = flag:diplomacy }
#				add_character_modifier = {
#					modifier = fp2_translated_skill_book_diplomacy_modifier
#					years = 20
#				}
#			}
#			else_if = {
#				limit = { scope:lowest_player_skill = flag:martial }
#				add_character_modifier = {
#					modifier = fp2_translated_skill_book_martial_modifier
#					years = 20
#				}
#			}
#			else_if = {
#				limit = { scope:lowest_player_skill = flag:stewardship }
#				add_character_modifier = {
#					modifier = fp2_translated_skill_book_stewardship_modifier
#					years = 20
#				}
#			}
#			else_if = {
#				limit = { scope:lowest_player_skill = flag:intrigue }
#				add_character_modifier = {
#					modifier = fp2_translated_skill_book_intrigue_modifier
#					years = 20
#				}
#			}
#			else = {
#				add_character_modifier = {
#					modifier = fp2_translated_skill_book_learning_modifier
#					years = 20
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 20
#			modifier = {
#				add = -50
#				short_term_gold < medium_gold_value
#			}
#		}
#	}
#
#	option = { # Sure give me anything (no control over outcome, but always positive - and at a lower cost)
#		name = iberia_north_africa.2001.b
#
#		show_as_tooltip = {
#			pay_short_term_gold = {
#				target = scope:generated_actor
#				gold = minor_gold_value
#			}
#			custom_tooltip = iberia_north_africa.2001.b.a
#		}
#		hidden_effect = {
#			send_interface_message = {
#				type = event_learning_good
#				title = iberia_north_africa.2001.t
#				right_icon = scope:generated_actor
#			
#				pay_short_term_gold = {
#					target = scope:generated_actor
#					gold = minor_gold_value
#				}
#				random_list = {
#					1 = {
#						add_character_modifier = {
#							modifier = fp2_translated_skill_book_diplomacy_modifier
#							years = 20
#						}
#					}
#					1 = {
#						add_character_modifier = {
#							modifier = fp2_translated_skill_book_martial_modifier
#							years = 20
#						}
#					}
#					1 = {
#						add_character_modifier = {
#							modifier = fp2_translated_skill_book_stewardship_modifier
#							years = 20
#						}
#					}
#					1 = {
#						add_character_modifier = {
#							modifier = fp2_translated_skill_book_intrigue_modifier
#							years = 20
#						}
#					}
#					1 = {
#						add_character_modifier = {
#							modifier = fp2_translated_skill_book_learning_modifier
#							years = 20
#						}
#					}
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 80
#			modifier = {
#				add = -50
#				short_term_gold < minor_gold_value
#			}
#		}
#	}
#
#	option = { # History is dumb
#		name = iberia_north_africa.2001.c
#
#		send_interface_message = {
#			type = event_learning_good
#			title = fp2_rejection_of_old_thoughts_modifier
#			right_icon = root
#
#			capital_county = {
#				add_county_modifier = {
#					modifier = fp2_rejection_of_old_thoughts_modifier
#					years = 5
#				}
#			}
#		}
#
#		ai_chance = { base = 35 }
#	}
#
#	after = { scope:generated_actor = { silent_disappearance_effect = yes } }
#}
#
#iberia_north_africa.2002 = { # Cataract surgery event (reward: free doctor)
#	type = character_event
#	title = iberia_north_africa.2002.t
#	desc = iberia_north_africa.2002.desc
#
#	theme = learning
#	override_background = { reference = throne_room }
#	left_portrait = {
#		character = scope:patientzero
#		animation = beg
#	}
#	lower_left_portrait = root
#	right_portrait = {
#		character = scope:generated_actor
#		animation = disapproval
#	}
#
#	trigger = {
#		any_vassal_or_below = {
#			age > 48 # Cataracts begin to develop at 40 years of age and usually finish by 60, therefore 50 seems like a decent value for a medieval high-society member
#			NOT = { has_trait = blind }
#		}
#	}
#
#	immediate = {
#		create_character = {
#			age = { 21 44 }
#			location = root.capital_province
#			gender_female_chance = root_faith_dominant_gender_female_chance
#			culture = root.culture
#			faith = faith:congregationist
#			random_traits = yes
#			trait = scholar
#			trait = lifestyle_physician
#			learning = { 8 12 }
#		
#			dynasty = none
#			after_creation = { 
#				add_gold = minor_gold_value
#				add_prestige = { medium_prestige_gain major_prestige_gain }
#				add_piety = minor_piety_gain
#		 		add_trait_xp = {
#	                trait = lifestyle_physician
#	                value = 100
#	            }				
#			}
#		
#			save_scope_as = generated_actor
#		}
#
#		random_vassal_or_below = {
#			limit = {
#				age > 48
#				NOT = { has_trait = blind }
#			}
#			save_scope_as = patientzero
#		}
#
#		if = {
#			limit = {
#				any_child = {
#					is_child_of = root
#					age < 15
#				}
#			}
#			random_child = {
#				limit = {
#					is_child_of = root
#					age < 15
#				}
#				save_scope_as = child_offering
#			}
#		}
#	}
#
#	option = { # Offer your child as an assistant, ~50% chance of learning medicine, 10% chance of dying. (good odds by lunatic trait option standards)
#		name = iberia_north_africa.2002.a
#		flavor = iberia_north_africa.2002.a.flavor
#
#		trigger = {
#			is_ai = no
#			exists = scope:child_offering
#			OR = {
#				has_trait = lunatic_1
#				has_trait = lunatic_genetic
#				has_trait = lifestyle_physician
#				has_trait = torturer
#			}
#		}
#
#		random_list = {
#			50 = {
#				modifier = {
#					add = scope:child_offering.learning
#					always = yes
#				}
#				send_interface_message = {
#					type = event_court_physician_good
#					title = iberia_north_africa.2002.a.b
#					left_icon = scope:patientzero
#					right_icon = scope:generated_actor
#				
#					random_list = {
#						desc = iberia_north_africa.2002.a.a
#						45 = {} # Assistant helps, but fails to learn anything
#						45 = {
#							modifier = {
#								add = {
#									value = scope:child_offering.learning
#									divide = 1.25
#									round = yes
#								}
#								always = yes
#							}
#							scope:child_offering = {
#								if = { # For really, really odd cases
#									limit = { has_trait = lifestyle_physician }
#									add_learning_lifestyle_xp = medium_lifestyle_experience
#									add_trait_xp = {
#										trait = lifestyle_physician
#										value = 5
#									}
#								}
#								add_trait = lifestyle_physician
#							}
#						}
#						10 = {
#							scope:child_offering = { 
#								death = { death_reason = death_training_accident } 
#							}
#						}
#					}
#					scope:patientzero = {
#						add_character_modifier = {
#							modifier = fp2_removed_cataracts_modifier
#							years = 30
#						}
#					}
#					add_courtier = scope:generated_actor
#					add_prestige = medium_prestige_gain
#				}
#			}
#			50 = {
#				send_interface_message = {
#					type = event_court_physician_bad
#					title = iberia_north_africa.2002.a.b
#					left_icon = scope:child_offering
#					right_icon = scope:patientzero
#				
#					random_list = {
#						desc = iberia_north_africa.2002.a.a
#						45 = {} # Assistant helps, but fails to learn anything
#						45 = {
#							scope:child_offering = {
#								add_trait = lifestyle_physician
#							}
#						}
#						10 = {
#							scope:child_offering = { 
#								death = { death_reason = death_training_accident } 
#							}
#						}
#					}
#					scope:patientzero = { add_trait = blind }
#				}
#			}
#		}
#	}
#
#	option = { # "Did you just "well actually" the entire field of astrology?" option, removes the risk of the doctor running away if the operation is botched
#		name = iberia_north_africa.2002.d
#
#		trigger = {
#			OR = {
#				has_trait = theologian
#				has_trait = scholar
#			}
#		}
#
#		random_list = {
#			50 = {
#				send_interface_message = {
#					type = event_court_physician_good
#					title = iberia_north_africa.2002.a.b
#					left_icon = scope:patientzero
#					right_icon = scope:generated_actor
#				
#					scope:patientzero = {
#						add_character_modifier = {
#							modifier = fp2_removed_cataracts_modifier
#							years = 30
#						}
#					}
#					add_courtier = scope:generated_actor
#					add_prestige = medium_prestige_gain
#				}
#			}
#			50 = {
#				send_interface_message = {
#					type = event_court_physician_bad
#					title = iberia_north_africa.2002.a.b
#					left_icon = scope:patientzero
#					right_icon = scope:generated_actor
#				
#					scope:patientzero = { add_trait = blind }
#					add_courtier = scope:generated_actor
#					add_prestige = minor_prestige_loss
#
#					hidden_effect = {
#						scope:patientzero = {
#							set_relation_rival = {
#								target = scope:generated_actor
#								reason = rival_failed_cataract_surgery
#							}
#						}
#					} # Reasonably upset
#				}
#			}
#		}
#	}
#
#	option = { # Take the risk, gamble away the doctor for some renown
#		name = iberia_north_africa.2002.b
#
#		random_list = {
#			50 = { 
#				send_interface_message = {
#					type = event_court_physician_good
#					title = iberia_north_africa.2002.a.b
#					left_icon = scope:patientzero
#					right_icon = scope:generated_actor
#
#					scope:patientzero = {
#						add_character_modifier = {
#							modifier = fp2_removed_cataracts_modifier
#							years = 30
#						}
#					}
#					add_courtier = scope:generated_actor
#					add_prestige = medium_prestige_gain
#				}
#			}
#			50 = {
#				send_interface_message = {
#					type = event_court_physician_bad
#					title = iberia_north_africa.2002.a.b
#					right_icon = scope:patientzero
#
#					scope:patientzero = { add_trait = blind }
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 50
#		}
#	}
#
#	option = { # Safe choice, ask the doctor to say (get free doctor)
#		name = iberia_north_africa.2002.c
#
#		send_interface_message = {
#			type = send_interface_message
#			title = court_physician_court_position
#			right_icon = scope:generated_actor
#		
#			add_courtier = scope:generated_actor
#			add_prestige = medium_prestige_loss
#			scope:patientzero = {
#				add_opinion = {
#					target = root
#					modifier = disappointed_opinion
#					opinion = -25
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 50
#		}
#	}
#
#	after = {
#		if = {
#			limit = { NOT = { scope:generated_actor = { is_courtier_of = root } } }
#			scope:generated_actor = { silent_disappearance_effect = yes }
#		}
#	}
#}
#
#iberia_north_africa.2003 = { # Two scholars are fighting over misc stuff (reward: one scholar or two grumpy scholars)
#	type = character_event
#	title = iberia_north_africa.2003.t
#	desc = iberia_north_africa.2003.desc
#
#	theme = learning
#	override_background = { reference = throne_room }
#	left_portrait = {
#		character = scope:generated_actor_r
#		animation = disapproval
#	}
#	right_portrait = {
#		character = scope:generated_actor_k
#		animation = dismissal
#	}
#	lower_center_portrait = root
#
#	immediate = {
#		create_character = {
#			age = { 26 51 }
#			location = root.capital_province
#			gender_female_chance = root_faith_dominant_gender_female_chance
#			culture = root.culture
#			faith = faith:congregationist
#			random_traits = yes
#			trait = scholar
#			trait = diplomatic_court_1
#			learning = { 8 14 }
#		
#			dynasty = none
#			after_creation = { 
#				add_prestige = { minor_prestige_gain major_prestige_gain }
#				add_piety = { minor_piety_gain medium_piety_gain }
#			}
#		
#			save_scope_as = generated_actor_r
#		}
#
#		create_character = {
#			age = { 23 43 }
#			location = root.capital_province
#			gender_female_chance = root_faith_dominant_gender_female_chance
#			culture = root.culture
#			faith = faith:karaism
#			random_traits = yes
#			trait = theologian
#			trait = scholarly_court_1
#			learning = { 8 14 }
#		
#			dynasty = none
#			after_creation = { 
#				add_prestige = { minor_prestige_gain major_prestige_gain }
#				add_piety = { minor_piety_gain medium_piety_gain }
#			}
#		
#			save_scope_as = generated_actor_k
#		}
#
#		hidden_effect = { # Let the drama begin
#			add_courtier = scope:generated_actor_r
#			add_courtier = scope:generated_actor_k
#			scope:generated_actor_r = {
#				add_opinion = {
#					target = scope:generated_actor_k
#					modifier = angry_opinion
#					opinion = -80
#				}
#			}
#			scope:generated_actor_k = {
#				add_opinion = {
#					target = scope:generated_actor_r
#					modifier = angry_opinion
#					opinion = -80
#				}
#			}
#		}
#
#		# Loc
#		capital_county = { save_scope_as = playerprovince }
#	}
#
#	option = {
#		name = iberia_north_africa.2003.a
#		flavor = iberia_north_africa.2003.a.flavor
#
#		trigger = { # NOTE: You can type bypass_requirements to bypass requirements on options, very useful!
#			is_ai = no
#			OR = {
#				has_trait = bastard_founder
#				has_trait = saoshyant
#				has_trait = sayyid
#				has_trait = savior
#				has_trait = augustus
#				has_trait = chakravarti
#				has_trait = heresiarch
#				has_trait = crusader_king
#				has_trait = order_member
#				has_trait = faith_warrior
#				has_trait = saint
#				has_trait = irritable
#				has_trait = bossy
#				has_trait = august
#			}
#		}
#
#		send_interface_message = {
#			type = event_learning_good
#			title = yearly.0001.learning
#			right_icon = scope:generated_actor_r
#			left_icon = scope:generated_actor_k
#
#			show_as_tooltip = {
#				add_courtier = scope:generated_actor_r
#				add_courtier = scope:generated_actor_k
#			}
#			scope:generated_actor_r = {
#				add_opinion = {
#					target = root
#					modifier = feast_sided_against_me_in_my_fight_opinion
#					opinion = -60
#				}
#			}
#			scope:generated_actor_k = {
#				add_opinion = {
#					target = root
#					modifier = feast_sided_against_me_in_my_fight_opinion
#					opinion = -60
#				}
#			}
#		}
#	}
#
#	# NOTE: Neither faith is more progressive than the other, therefore this is just the personal opinion of the characters rather than a greater religious feud
#	option = { # Side with philosophers
#		name = iberia_north_africa.2003.b
#
#		send_interface_message = {
#			type = event_learning_good
#			title = yearly.0001.learning
#			right_icon = scope:generated_actor_k
#		
#			show_as_tooltip = { add_courtier = scope:generated_actor_k }
#			remove_courtier_or_guest = scope:generated_actor_r
#			scope:generated_actor_k = {
#				add_opinion = {
#					target = root
#					modifier = feast_sided_with_me_in_my_fight_opinion
#					opinion = 25
#				}
#			}
#		}
#
#		ai_chance = { base = 50 }
#	}
#
#	option = { # Side with prophets
#		name = iberia_north_africa.2003.c
#
#		send_interface_message = {
#			type = event_learning_good
#			title = yearly.0001.learning
#			right_icon = scope:generated_actor_r
#
#			show_as_tooltip = { add_courtier = scope:generated_actor_r }
#			remove_courtier_or_guest = scope:generated_actor_k
#			scope:generated_actor_r = {
#				add_opinion = {
#					target = root
#					modifier = feast_sided_with_me_in_my_fight_opinion
#					opinion = 25
#				}
#			}
#		}
#
#		ai_chance = { base = 50 }
#	}
#}
#
#########################################################
## build_holy_pilgrim_roads_decision events
## By Hugo Cortell
#########################################################
#iberia_north_africa.2011 = { # Holy Warrior
#	type = character_event
#	title = iberia_north_africa.2011.t
#	desc = {
#		desc = iberia_north_africa.2011.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:generated_actor = { has_trait = order_member } }
#				desc = iberia_north_africa.2011.desc_captain
#			}
#			desc = iberia_north_africa.2011.desc_soldier
#		}
#	}
#
#	theme = faith
#	override_background = { reference = terrain }
#	left_portrait = {
#		character = root
#		animation = personality_cynical
#	}
#	right_portrait = {
#		character = scope:generated_actor
#		animation = personality_zealous
#	}
#
#	trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root }
#
#	immediate = {
#		scope:chosen_location_for_pilgrim_roads = { random_county_province = { save_scope_as = pilgrim_spawn_location } }
#		random_list = {
#			70 = { # A missguided holy warrior
#				create_character = {
#					age = { 19 34 }
#					location = scope:pilgrim_spawn_location
#					gender_female_chance = root_faith_dominant_gender_female_chance
#					culture = root.culture
#					faith = root.faith
#					random_traits = yes
#					trait = holy_warrior
#					trait = pilgrim
#					martial = { 7 12 }
#				
#					dynasty = none
#					after_creation = { 
#						add_gold = minor_gold_value
#						add_prestige = minor_prestige_gain
#						add_piety = { minor_piety_gain medium_piety_gain }
#						if = {
#							limit = { has_trait = cynical }
#							remove_trait = cynical
#							add_trait = zealous
#						}
#						random_list = { # Simple backstory
#							1 = { add_trait = murderer }
#							2 = { add_trait = wounded_1 }
#							2 = { add_trait = wounded_2 }
#							5 = { add_trait = adventurer }
#							1 = { add_trait = lifestyle_hunter }
#						}
#					}
#				
#					save_scope_as = generated_actor
#				}
#			}
#			30 = { # Missguided former holy order captain
#				create_character = {
#					age = { 27 46 }
#					location = scope:pilgrim_spawn_location
#					gender_female_chance = root_faith_dominant_gender_female_chance
#					culture = root.culture
#					faith = root.faith
#					random_traits = yes
#					trait = warlike_court_2
#					trait = holy_warrior
#					trait = order_member
#					trait = devoted
#					trait = pilgrim
#					trait = brave
#					martial = { 10 20 }
#				
#					dynasty = none
#					after_creation = { 
#						add_gold = medium_gold_value
#						add_prestige = { minor_prestige_gain medium_prestige_gain }
#						add_piety = {
#							value = major_piety_gain
#							multiply = { 1 5 }
#							round = yes
#						}
#						if = {
#							limit = { has_trait = cynical }
#							remove_trait = cynical
#							add_trait = zealous
#						}
#						random_list = { # Spicy backstory (why would someone in such a cushy position wander off?)
#							10 = { add_trait = murderer }
#							5 = { add_trait = kinslayer_1 }
#							5 = { 
#								if = {
#									limit = { faith = { has_doctrine = tenet_communion } }
#									add_trait = excommunicated 
#									random_list = {
#										70 = { add_trait = depressed_1 } # This is the worst thing that can happen to a holy warrior after all
#										30 = {}
#									}
#								}
#								else = { add_trait = wounded_2 }
#							}
#							6 = { add_trait = adulterer }
#							4 = { add_trait = fornicator }
#							5 = { add_trait = drunkard }
#						}
#					}
#				
#					save_scope_as = generated_actor
#				}
#			}
#		}
#	}
#
#	option = { # Join me (free warrior)
#		name = iberia_north_africa.2011.a
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = iberia_north_africa.2011.t
#			left_icon = ROOT
#			right_icon = scope:generated_actor
#		
#			add_courtier = scope:generated_actor
#		}
#		ai_chance = { base = 25 }
#	}
#
#	option = { # Spread the word of me (gain modifier)
#		name = iberia_north_africa.2011.b
#		flavor = iberia_north_africa.2011.b.flavor
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = iberia_north_africa.2011.t
#			left_icon = ROOT
#		
#			add_character_modifier = {
#				modifier = fp2_trusted_by_pilgrim_warriors_modifier
#				years = 20
#			}
#		}
#
#		ai_chance = { base = 25 }
#		scope:generated_actor = { silent_disappearance_effect = yes }
#	}
#
#	option = { # Finish your duty to the lord (gain piety)
#		name = iberia_north_africa.2011.c
#		flavor = iberia_north_africa.2011.c.flavor
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = iberia_north_africa.2011.t
#			left_icon = ROOT
#		
#			add_piety = major_piety_gain
#		}
#
#		ai_chance = { base = 50 }
#		scope:generated_actor = { silent_disappearance_effect = yes }
#	}
#}
#
#iberia_north_africa.2012 = { # Broke student (theology or architecture)
#	type = character_event
#	title = iberia_north_africa.2012.t
#	desc = {
#		desc = iberia_north_africa.2012.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:generated_actor = { has_trait = theologian } }
#				desc = iberia_north_africa.2012.desc_student
#			}
#			desc = iberia_north_africa.2012.desc_architect
#		}
#	}
#
#	theme = faith
#	override_background = { reference = terrain }
#	left_portrait = {
#		character = root
#		animation = personality_content
#	}
#	right_portrait = {
#		character = scope:generated_actor
#		animation = admiration
#	}
#
#	trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root }
#
#	immediate = {
#		scope:chosen_location_for_pilgrim_roads = { random_county_province = { save_scope_as = pilgrim_spawn_location } }
#		random_list = {
#			50 = { # Scholar
#				create_character = {
#					age = { 18 22 }
#					location = scope:pilgrim_spawn_location
#					gender_female_chance = root_faith_dominant_gender_female_chance
#					culture = root.culture
#					faith = root.faith
#					random_traits = yes
#					trait = theologian
#					trait = improvident
#					trait = scholarly_court_1
#					trait = pilgrim
#					learning = { 9 12 }
#				
#					dynasty = none
#					after_creation = { 
#						add_gold = { 0 28 }
#						remove_short_term_gold = 20 # You cannot add a negative number for gold, therefore we do this
#						add_prestige = minor_prestige_gain
#						add_piety = { minor_piety_gain medium_piety_gain }
#						if = {
#							limit = { has_trait = cynical }
#							remove_trait = cynical
#							add_trait = zealous
#						}
#					}
#				
#					save_scope_as = generated_actor
#				}
#			}
#			50 = { # Architect
#				create_character = {
#					age = { 18 22 }
#					location = scope:pilgrim_spawn_location
#					gender_female_chance = root_faith_dominant_gender_female_chance
#					culture = root.culture
#					faith = root.faith
#					random_traits = yes
#					trait = architect
#					trait = contrite
#					trait = administrative_court_1
#					trait = pilgrim
#					learning = { 8 13 }
#				
#					dynasty = none
#					after_creation = { 
#						add_gold = { 0 22 }
#						remove_short_term_gold = 10
#						add_prestige = minor_prestige_gain
#						add_piety = minor_piety_gain
#						if = {
#							limit = { has_trait = cynical }
#							remove_trait = cynical
#							add_trait = zealous
#						}
#					}
#				
#					save_scope_as = generated_actor
#				}
#			}
#		}
#	}
#
#	option = { # Buy journal
#		name = iberia_north_africa.2012.a
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = iberia_north_africa.2012.t
#			left_icon = ROOT
#		
#			add_learning_lifestyle_xp = major_lifestyle_experience
#			remove_short_term_gold = minor_gold_value
#		}
#
#		ai_chance = { base = 35 }
#		scope:generated_actor = { silent_disappearance_effect = yes }
#	}
#
#	option = { # Perhaps instead you should get a job
#		name = iberia_north_africa.2012.b
#		flavor = iberia_north_africa.2012.b.flavor # (okay, where? / at the [chosen_holy_site_for_pilgrim_roads.GetNameNoTier] / I have some good news for both of you)
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = iberia_north_africa.2012.t
#			left_icon = ROOT
#			right_icon = scope:generated_actor
#		
#			add_courtier = scope:generated_actor
#			add_hook_if_possible_effect = {
#				TARGET = scope:generated_actor
#				TYPE = indebted_hook
#				YEARS = 12
#			}
#		}
#
#		ai_chance = { base = 35 }
#	}
#
#	option = { # Charity action
#		name = iberia_north_africa.2012.c
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = iberia_north_africa.2012.t
#			left_icon = ROOT
#		
#			add_piety = major_piety_gain
#			remove_short_term_gold = minor_gold_value
#		}
#
#		ai_chance = { base = 35 }
#		scope:generated_actor = { silent_disappearance_effect = yes }
#	}
#}
#
#iberia_north_africa.2013 = { # Warmup check to ensure you meet the conditions for 2014, otherwise do something else
#	hidden = yes
#
#	trigger = { scope:chosen_location_for_pilgrim_roads.holder.top_liege = root }
#	immediate = {
#		if = {
#			limit = {
#				faith = {
#					exists = religious_head
#					religious_head != root
#				}
#			}
#			faith.religious_head = { save_scope_as = fp2_iberia_north_africa_2013_head_of_faith }
#			trigger_event = iberia_north_africa.2014
#		}
#		else = {
#			random_list = {
#				15 = { trigger_event = iberia_north_africa.2011 }
#				15 = { trigger_event = iberia_north_africa.2012 }
#				# 30 = Removed third outcome
#			}
#		}
#	}
#}
#
#iberia_north_africa.2014 = { # Getting a high five (and a gift) from your HOF
#	type = letter_event
#	sender = scope:fp2_iberia_north_africa_2013_head_of_faith
#	opening = iberia_north_africa.2013.t
#	desc = iberia_north_africa.2013.desc
#
#	immediate = {
#
#	}
#
#	option = { # Butter your HOF up with complements
#		name = iberia_north_africa.2013.a
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = iberia_north_africa.2013.notif.t
#			right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
#		
#			scope:fp2_iberia_north_africa_2013_head_of_faith = {
#				add_opinion = {
#					target = root
#					modifier = pious_opinion
#					opinion = 40
#				}
#			}
#		}
#
#		ai_chance = { base = 10 }
#	}
#
#	option = { # Give me the piety!!
#		name = iberia_north_africa.2013.b
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = iberia_north_africa.2013.notif.t
#			right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
#		
#			add_piety = major_piety_gain
#		}
#
#		ai_chance = { base = 50 }
#	}
#
#	option = { # Give me men!
#		name = iberia_north_africa.2013.c
#
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = iberia_north_africa.2013.notif.t
#			right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
#		
#			add_character_modifier = {
#				modifier = fp2_trusted_by_pilgrim_warriors_modifier
#				years = 20
#			}
#		}
#
#		ai_chance = { base = 30 }
#	}
#
#	option = { # Gift me a relic worthy of (location) - Does not req ROCO because it is a trinket
#		name = iberia_north_africa.2013.d
#
#		show_as_tooltip = { custom_tooltip = iberia_north_africa.2013.d.tooltip } # Can cause strange behavior where a button is unselectable
#		hidden_effect = {
#			scope:fp2_iberia_north_africa_2013_head_of_faith = {
#				set_up_trinket_adjective_effect = yes
#				random_list = {
#					2 = {
#						create_artifact = {
#							name = fp2_blessed_junk
#							description = fp2_blessed_junk_desc
#							type = miscellaneous
#							visuals = small_box
#							modifier = artifact_monthly_piety_1_modifier
#							save_scope_as = random_trinket
#						}
#					}
#					1 = {
#						create_artifact = {
#							name = fp2_blessed_junk
#							description = fp2_blessed_junk_desc
#							type = miscellaneous
#							visuals = pouch
#							modifier = artifact_monthly_piety_1_modifier
#							save_scope_as = random_trinket
#						}
#					}
#					1 = {
#						create_artifact = {
#							name = fp2_blessed_junk
#							description = fp2_blessed_junk_desc
#							type = miscellaneous
#							visuals = medallion
#							modifier = artifact_monthly_piety_1_modifier
#							save_scope_as = random_trinket
#						}
#					}
#					2 = {
#						create_artifact = {
#							name = fp2_blessed_junk
#							description = fp2_blessed_junk_desc
#							type = miscellaneous
#							visuals = medium_box
#							modifier = artifact_monthly_piety_1_modifier
#							save_scope_as = random_trinket
#						}
#					}
#					1 = {
#						create_artifact = {
#							name = fp2_blessed_junk
#							description = fp2_blessed_junk_desc
#							type = miscellaneous
#							visuals = fabric_roll
#							modifier = artifact_monthly_piety_1_modifier
#							save_scope_as = random_trinket
#						}
#					}
#				}
#				scope:random_trinket = {
#					add_durability = {
#						value = artifact_durability
#						multiply = { -0.45 -0.1 } # This is nice, very nice.
#					}
#				}
#
#				if = { # Cleanup
#					limit = { exists = var:trinket_adjective_followup }
#					remove_variable = trinket_adjective_followup
#				}
#			}
#		}
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = iberia_north_africa.2013.notif.t
#			right_icon = scope:fp2_iberia_north_africa_2013_head_of_faith
#			left_icon = scope:random_trinket
#		
#			scope:random_trinket = { set_owner = root }
#		}
#
#		ai_chance = { base = 10 }
#	}
#}
#
#################
## Restore Old Vasconia
## by Joe Parkin
#################
#
##The kingdom revived.
#iberia_north_africa.2100 = {
#	type = character_event
#	title = iberia_north_africa.2100.t
#	desc = iberia_north_africa.2100.desc
#	theme = realm
#	left_portrait = {
#		character = scope:founder
#		animation = personality_bold
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_positive_effect"
#		restore_old_vasconia_decision_scripted_effect = yes
#		restore_old_vasconia_decision_tooltip_scripted_effect = yes
#		#Notify other players.
#		every_player = {
#			limit = {
#				#this != scope:founder
#				in_diplomatic_range = root
#			}
#			trigger_event = iberia_north_africa.2101
#		}
#	}
#
#	#Well done Nickname
#	option = {
#		name = iberia_north_africa.2100.a
#		give_nickname = nick_the_great
#		add_prestige = minor_prestige_gain
#	}
#
#	#Well done.
#	option = {
#		name = iberia_north_africa.2100.b
#		add_prestige = medium_prestige_gain
#	}
#}
#
##Inform any players.
#iberia_north_africa.2101 = {
#	type = character_event
#	title = iberia_north_africa.2100.t
#	desc = iberia_north_africa.2101.desc
#	theme = realm
#	theme = diplomacy
#	left_portrait = {
#		character = scope:founder
#		animation = personality_bold
#	}
#
#	immediate = {
#		if = {
#			limit = {
#				culture = {
#					OR = {
#						this = culture:basque
#						AND = {
#							any_parent_culture_or_above = { this = culture:basque }
#							has_cultural_pillar = heritage_iberian
#						}
#					}
#				}
#			}
#			play_music_cue = "mx_cue_positive_effect"
#		}
#		restore_old_vasconia_decision_tooltip_scripted_effect = yes
#	}
#
#	option = {
#		name = { #Basques are happy.
#			trigger = {
#				culture = {
#					OR = {
#						this = culture:basque
#						AND = {
#							any_parent_culture_or_above = { this = culture:basque }
#							has_cultural_pillar = heritage_iberian
#						}
#					}
#				}
#			}
#			text = iberia_north_africa.2100.b
#		}
#		name = { #Iberians and Franks/Occitans are outraged.
#			trigger = {
#				NOT = {
#					culture = {
#						OR = {
#							this = culture:basque
#							AND = {
#								any_parent_culture_or_above = { this = culture:basque }
#								has_cultural_pillar = heritage_iberian
#							}
#						}
#					}
#				}
#				culture = {
#					OR = {
#						has_cultural_pillar = heritage_frankish
#						has_cultural_pillar = heritage_iberian
#					}
#				}
#			}
#			text = iberia_north_africa.2101.b
#		}
#		name = { #Noone else especially cares.
#			trigger = {
#				culture = {
#					NOR = {
#						has_cultural_pillar = heritage_iberian
#						has_cultural_pillar = heritage_frankish
#					}
#				}
#			}
#			text = iberia_north_africa.2101.c
#		}
#	}
#}
#