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 = { religion_tag = christianity_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 = { religion_tag = christianity_religion } }
			text = iberia_north_africa.0016.christianity.a
		}
		name = {
			trigger = {
				faith = {
					NOR = {
						religion_tag = christianity_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
		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:rabbinism
			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:rabbinism
			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:rabbinism
			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
		}
	}
}
