﻿#
#namespace = bookmark
#
#
################################
## 867 - WRATH OF THE NORTHMEN #
################################
#
####Æthelred isn't as cool as Alfred so we kill him
#bookmark.0001 = { #by Mathilda Bjarnehed
#	type = character_event
#	hidden = yes
#	
#	trigger = {
#		this = character:33358 #Æthelred
#		is_ai = yes
#		player_heir ?= character:7627 #Alfred the Great
#	}
#
#	immediate = {
#		if = {
#			limit = { is_at_war = yes }
#
#			random_list = {
#				20 = { #Very wounded
#					increase_wounds_effect = { REASON = battle }
#					if = {
#						limit = { is_alive = yes }
#						increase_wounds_effect = { REASON = battle }
#					}
#					if = {
#						limit = { is_alive = yes }
#						increase_wounds_effect = { REASON = battle }
#					}
#					if = {
#						limit = { is_alive = yes }
#						increase_wounds_effect = { REASON = battle }
#					}
#				}
#				80 = { #Killed
#					random_war_enemy = {
#						if = {
#							limit = { is_commanding_army = yes }
#							save_scope_as = killer
#						}
#						else = {
#							random_knight = {
#								save_scope_as = killer
#							}
#						}
#					}
#					if = {
#						limit = { exists = scope:killer }
#						death = {
#							death_reason = death_hunting_accident
#							killer = scope:killer
#						}
#					}
#				}
#			}	
#		}
#		else = {
#			random_list = {
#				10 = { #Cancer
#					contract_disease_effect = { DISEASE = cancer TREATMENT_EVENT = no }
#				}
#				90 = { #Hunting accident
#					death = {
#						death_reason = death_hunting_accident
#					}
#				}
#			}	
#		}
#	}
#}
#	
#### Alfred is pretty cool so we give him a nickname
#bookmark.0002 = { #by Mathilda Bjarnehed
#	type = character_event
#	title = bookmark.0002.t
#	desc = bookmark.0002.desc
#	theme = crown
#	left_portrait = {
#		character = root
#		animation = personality_honorable
#	}
#	
#	trigger = {
#		is_ai = no
#		top_liege = this
#	}
#
#	#Resend
#	on_trigger_fail = {
#		if = {
#			limit = { is_ai = no }
#			trigger_event = {
#				id = bookmark.0002
#				days = 1800 #~5 years
#			}
#		}
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_positive_effect"
#		capital_province = { save_scope_as = capital }
#		random_realm_province = {
#			limit = { this != scope:capital }
#			save_scope_as = province
#		}
#		give_nickname = nick_the_great
#	}
#
#	option = {
#		name = bookmark.0002.a
#	}
#}
#
#### The Ragnarsson brothers catch King Aella ##
## The event can trigger when you imprison Aella as one of his sons
## It also works for other norse!
#
#bookmark.0003 = { #by Mathilda Bjarnehed
#	type = character_event
#	hidden = yes
#	
#	trigger = {
#		scope:imprisoner.faith = { trait_is_virtue = vengeful }
#		scope:imprisoner = {
#			any_close_family_member = {
#				even_if_dead = yes
#				killer ?= root
#				save_temporary_scope_as = killed_character
#			}
#		}
#		#If the imprisoner don't know you're the killer you might reveal yourself if you're dumb or not sneaky
#		trigger_if = {
#			limit = {
#				any_secret = {
#					type = secret_murder
#					secret_target = scope:killed_character
#					NOT = { any_secret_knower = { this = scope:imprisoner } }
#				}
#			}
#			OR = {
#				has_trait = intellect_bad
#				has_trait = dull
#				intrigue <= medium_skill_rating
#			}
#			NOR = {
#				has_trait = shrewd
#				has_trait = intellect_good
#				has_trait = schemer
#			}
#		}
#		trigger_if = {
#			limit = { this = character:163103 } #Aella
#			NOT = {
#				is_target_in_global_variable_list = {
#					name = triggered_bookmark_events
#					target = flag:bookmark_867_northmen_aellas_capture
#				}
#			}
#		}
#	}
#
#	immediate = {
#		if = {
#			limit = { this = character:163103 } #Aella
#			add_to_global_variable_list = {
#				name = triggered_bookmark_events
#				target = flag:bookmark_867_northmen_aellas_capture
#			}
#		}
#		save_scope_as = prisoner
#
#		scope:imprisoner = {
#			random_close_family_member = {
#				even_if_dead = yes
#				limit = {
#					killer ?= root
#					this = character:163109 #Lodbrok
#				}
#				alternative_limit = {
#					killer ?= root
#				}
#				save_scope_as = dead
#			}
#			trigger_event = {
#				id = bookmark.0004
#				days = 1
#			}
#		}
#	}
#}
#
#bookmark.0004 = { #by Mathilda Bjarnehed
#	type = character_event
#	title = bookmark.0004.t
#	desc = {
#		first_valid = {
#			triggered_desc = {
#			    trigger = { #You did not know they had killed your family-member
#					scope:prisoner = {
#						any_secret = {
#	    					type = secret_murder
#	    					secret_target = scope:dead
#	    					NOT = { any_secret_knower = { this = root } }
#	    				}
#					}
#			    }
#			    desc = bookmark.0004.desc_unknown
#			}
#			desc = bookmark.0004.desc
#		}
#	}
#	theme = dungeon
#	left_portrait = {
#		character = scope:prisoner
#		animation = fear
#	}
#	lower_right_portrait = scope:dead
#
#	trigger = {
#		NOT = {
#			any_in_list = {
#				list = captured_rivals
#				this = scope:prisoner
#			}
#		}
#	}
#	
#	immediate = {
#		play_music_cue = "mx_cue_murder"
#		if = {
#			limit = {
#				scope:prisoner = {
#					any_secret = {
#    					type = secret_murder
#    					secret_target = scope:dead
#    					NOT = { any_secret_knower = { this = root } }
#    				}
#				}
#			}
#			scope:prisoner = {
#				random_secret = {
#					type = secret_murder
#					limit = {
#						secret_target = scope:dead
#						NOT = { any_secret_knower = { this = root } }
#					}
#					reveal_to = root
#				}
#			}
#		}
#	}
#
#	#Blood eagle
#	option = {
#		name = bookmark.0004.a
#		
#		add_dread = medium_dread_gain
#		add_prestige = medium_prestige_gain
#		scope:prisoner = {
#			death = {
#				death_reason = death_execution_blood_eagle
#				killer = root
#			}
#		}
#		scope:dead = {
#			every_close_family_member = {
#				custom = bookmark.0004.a.custom
#				limit = { this != root }
#				add_opinion = {
#					modifier = pleased_opinion
#					opinion = 30
#					target = root
#				}
#			}
#		}
#		execute_opinion_effect = { VICTIM = scope:prisoner EXECUTIONER = root }
#
#		ai_chance = {
#			base = 50
#			modifier = {
#				scope:dead = character:163109 #Lodbrok
#				add = 1000
#			}
#		}
#	}
#
#	#Sacrifice to Odin
#	option = {
#		name = bookmark.0004.b
#		trigger = { faith = { has_doctrine_parameter = human_sacrifice_active } }
#
#		add_piety = major_piety_gain
#		scope:prisoner = {
#			death = {
#				death_reason = death_execution_blood_eagle
#				killer = root
#			}
#		}
#		scope:dead = {
#			every_close_family_member = {
#				custom = bookmark.0004.a.custom
#				limit = { this != root }
#				add_opinion = {
#					modifier = pleased_opinion
#					opinion = 30
#					target = root
#				}
#			}
#		}
#		execute_opinion_effect = { VICTIM = scope:prisoner EXECUTIONER = root }
#
#		ai_chance = {
#			base = 50
#		}
#	}
#	
#	#I have other plans...
#	option = {
#		name = bookmark.0004.c
#		
#		ai_chance = {
#			base = 0
#			modifier = {
#				ai_vengefulness <= medium_negative_ai_value
#				add = 100
#			}
#		}
#	}
#}
#
################################
## 867 - THE GREAT ADVENTURERS #
################################
#
####	Daurama takes Bawo under her wing.
#bookmark.0101 = {
#	type = character_event
#	title = bookmark.0101.t
#	desc = {
#		desc = bookmark.0101.desc_intro
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					scope:bayajidda = { is_alive = yes }
#				}
#				desc = bookmark.0101.desc_living
#			}
#			desc = bookmark.0101.desc_dead
#		}
#	}
#	theme = crown
#	left_portrait = {
#		character = root
#		animation = personality_rational
#	}
#	right_portrait = {
#		character = scope:bayajidda
#	}
#	lower_center_portrait = {
#		character = scope:bewo
#	}
#
#	trigger = {
#		is_ai = no
#		character:251181 = { is_alive = yes }
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_succession"
#		character:251180 = { save_scope_as = bayajidda }
#		character:251181 = { save_scope_as = bewo }
#		character:251252 = { save_scope_as = shawata }
#		title:k_hausaland = { save_scope_as = hausaland}
#	}
#
#	# Remember your heritage, my child.
#	option = {
#		name = bookmark.0101.a
#
#		#Move Bewo to Daurama's house.
#		custom_tooltip = bookmark.0101.a.tt
#		character:251181 = { set_house = root.house }
#		add_courtier = character:251181 #Move him to your court
#
#		#Bayajidda is, understandably, a little hurt by all this.
#		character:251180 = {
#			add_opinion = {
#				modifier = hurt_opinion
#				target = root
#				opinion = -20
#			}
#		}
#
#		ai_chance = {
#			base = 0	#The AI should never get this event, but if they do, shouldn't opt in.
#		}
#	}
#	
#	# He is my blood, whatever his name.
#	option = {
#		name = bookmark.0101.b
#
#		character:251180 = {
#			add_opinion = {
#				modifier = pleased_opinion
#				target = root
#				opinion = 40
#			}
#		}
#		custom_tooltip = bookmark.0101.b.tt
#
#		ai_chance = {
#			base = 100	#AI doesn't get this event, but should always pick no.
#		}
#	}
#
#	# The Magajiya will continue to rule!
#	option = {
#		name = bookmark.0101.c
#
#		add_realm_law_skip_effects = female_preference_law
#		scope:bewo = { 
#			set_house = root.house
#			add_trait = disinherited
#		}
#		scope:shawata = {	
#			if = {
#				limit = {
#					is_alive = yes
#					OR = {
#						matrilinear_marriage = yes
#						is_married = no
#					}
#				}
#				custom_tooltip = bookmark.0101.c.tt
#			}
#			else = {
#				custom_tooltip = bookmark.0101.b.tt
#			}
#		}
#		
#
#		ai_chance = {
#			base = 0	#The AI should never get this event, but if they do, shouldn't opt in.
#		}
#	}
#}
####Radhanites were influential in Khazaria, so we spawn a bunch of them
#bookmark.0200 = { #by James Beaumont
#	type = character_event
#	hidden = yes
#	
#	trigger = {
#		this = title:e_caspian-pontic_steppe.holder #Khagan of Khazaria
#		is_alive = yes
#		is_landed = yes
#	}
#
#	immediate = {
#		create_character = {
#			location = title:e_caspian-pontic_steppe.holder.capital_province
#			trait = lifestyle_mystic
#			random_traits = yes
#			faith = faith:kabarism
#			culture = culture:radhanite
#			gender_female_chance = {
#				if = {
#					limit = { faith:kabarism = { has_doctrine = doctrine_gender_male_dominated } }
#					add = 0
#				}
#				else_if = {
#					limit = { faith:kabarism = { has_doctrine = doctrine_gender_female_dominated } }
#					add = 100
#				}
#				else = {
#					add = 50
#				}
#			}
#			save_scope_as = new_courtier
#		}
#		title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
#		create_character = {
#			location = title:e_caspian-pontic_steppe.holder.capital_province
#			faith = faith:kabarism
#			culture = culture:radhanite
#			random_traits_list = {
#				count = 1
#				education_learning_2 = {}
#				education_learning_3 = {}
#				education_learning_4 = {}
#			}
#			random_traits = yes
#			gender_female_chance = {
#				if = {
#					limit = { faith:kabarism = { has_doctrine = doctrine_gender_male_dominated } }
#					add = 0
#				}
#				else_if = {
#					limit = { faith:kabarism = { has_doctrine = doctrine_gender_female_dominated } }
#					add = 100
#				}
#				else = {
#					add = 50
#				}
#			}
#			save_scope_as = new_courtier
#		}
#		title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
#		create_character = {
#			location = title:e_caspian-pontic_steppe.holder.capital_province
#			age = { 18 35 }
#			random_traits_list = {
#				count = 1
#				education_martial_2 = {}
#				education_martial_3 = {}
#				education_martial_4 = {}
#			}
#			random_traits_list = {
#				count = 1
#				brave = {}
#				just = {}
#			}
#			random_traits_list = { #Something nice
#				honest = {}
#				gregarious = {}
#				trusting = {}
#				compassionate = {}
#				generous = {}
#				humble = {}
#				calm = {}
#			}
#			random_traits_list = {
#				count = 1
#				lustful = {}
#				chaste = {}
#				wrathful = {}
#				arrogant = {}
#				impatient = {}
#				patient = {}
#				impatient  = {}
#				ambitious = {}
#				cynical = {}
#				zealous = {}
#				stubborn = {}
#			}
#			random_traits = no
#			martial = {
#				min_template_decent_skill
#				max_template_decent_skill
#			}
#			prowess = {
#				min_template_decent_skill
#				max_template_decent_skill
#			}
#			faith = faith:kabarism
#			culture = culture:radhanite
#			gender_female_chance = {
#				add = 25
#			}
#			save_scope_as = new_courtier
#		}
#		title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
#		create_character = {
#			location = title:e_caspian-pontic_steppe.holder.capital_province
#			random_traits = yes
#			faith = faith:kabarism
#			culture = culture:radhanite
#			gender_female_chance = {
#				add = 25
#			}
#			save_scope_as = new_courtier
#		}
#		title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
#		create_character = {
#			location = title:e_caspian-pontic_steppe.holder.capital_province
#			random_traits = yes
#			faith = faith:kabarism
#			culture = culture:radhanite
#			gender_female_chance = {
#				add = 25
#			}
#			save_scope_as = new_courtier
#		}
#		title:e_caspian-pontic_steppe.holder = { add_courtier = scope:new_courtier }
#	}
#}
#
###############
## 867 - MISC #
###############
#
###################################################
## In Memory of Your Good Taste
## by Ewan Cowhig Croft & Stu Taylor
## 0211 - 0220
###################################################
#
##	Basileios has just murdered Michael.
### Credit to Stu Taylor of Dead Good Comics for the title line and entire lead-in to this event.
#bookmark.0211 = {
#	type = character_event
#	title = bookmark.0211.t
#	desc = bookmark.0211.desc
#	theme = murder_scheme
#	left_portrait = {
#		character = scope:basil
#		animation = toast_goblet
#		outfit_tags = { military_outfit no_cloak no_headgear }
#	}
#	right_portrait = {
#		character = scope:michael
#		animation = map_fear
#	}
#	override_background = { reference = ep3_byzantine_feast }
#
#	trigger = { is_alive = yes }
#
#	immediate = {
#		play_music_cue = "mx_cue_murder"
#		character:1700 = { save_scope_as = basil }
#		character:70490 = {
#			save_scope_as = michael
#			# Remove his nickname, which we have to leave on him for future bookmarks otherwise.
#			hidden_effect = { remove_nickname = yes }
#		}
#	}
#
#	# Michael the Drunkard.
#	option = {
#		name = bookmark.0211.a
#		flavor = bookmark.0211.a.flavour
#		
#		scope:michael = { give_nickname = nick_the_drunkard_michael_iii }
#		add_legitimacy_effect = { LEGITIMACY = major_legitimacy_gain }
#
#		# No stress, no AI.
#	}
#	
#	# Michael the Pious.
#	option = {
#		name = bookmark.0211.b
#		trigger = { is_ai = no }
#		flavor = bookmark.0211.b.flavour
#
#		scope:michael = { give_nickname = nick_the_pious_michael_iii }
#		add_piety = massive_piety_gain
#
#		# No stress, no AI.
#	}
#	
#	# Michael the Young.
#	option = {
#		name = bookmark.0211.c
#		trigger = { is_ai = no }
#		flavor = bookmark.0211.c.flavour
#
#		scope:michael = { give_nickname = nick_the_young_michael_iii }
#
#		domicile ?= {
#			switch = {
#				trigger = has_domicile_building
#				vineyard_05 = { add_domicile_building = vineyard_06 }
#				vineyard_04 = { add_domicile_building = vineyard_05 }
#				vineyard_03 = { add_domicile_building = vineyard_04 }
#				vineyard_02 = { add_domicile_building = vineyard_03 }
#				vineyard_01 = { add_domicile_building = vineyard_02 }
#				fallback = {
#					if = {
#						limit = { free_external_domicile_building_slots >= 1 }
#						add_domicile_building = vineyard_01
#					}
#					else = {
#						root = { add_prestige = major_prestige_gain }
#					}
#				}
#			}
#		}
#
#		# No stress, no AI.
#	}
#}
#
#
##########################
## 1066 - RAGS TO RICHES #
##########################
#
####	Matilda start-up event
#bookmark.1066 = {
#	type = character_event
#	title = bookmark.1066.t
#	desc = bookmark.1066.desc
#	theme = marriage
#	override_background = { reference = ep2_wedding_ceremony }
#	override_effect_2d = {
#		reference = rain	
#	}
#	left_portrait = {
#		character = root
#		animation = stress
#	}
#	right_portrait = {
#		character = scope:hunchback
#		animation = ecstasy
#	}
#	lower_right_portrait = {
#		character = scope:hunchbacks_father
#	}
#	lower_left_portrait = {
#		character = scope:mum
#	}
#
#	trigger = {
#		#this = character:7757
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_succession"
#		character:20248 = { save_scope_as = hunchback }
#		character:11030 = { save_scope_as = hunchbacks_father }
#		mother = { save_scope_as = mum }
#		hidden_effect = {
#			add_opinion = {
#				target = scope:hunchback
#				modifier = disgusted_opinion
#				opinion = -75
#			}
#		}
#	}
#
#	option = { # Murder the husband, with a *hefty* bonus (*Potentially* Historical Option)
#		name = bookmark.1066.a
#		flavor = bookmark.1066.a_flavor
#		
#		marry = scope:hunchback
#		
#		if = {
#			limit = {
#				NOT = {
#					any_scheme = {
#						type = murder
#						scheme_target_character = scope:hunchback
#					}
#				}
#			}
#			start_scheme = {
#				target_character = scope:hunchback
#				type = murder
#			}
#		}
#		custom_tooltip = diplomacy_family.2250.b.tt
#		hidden_effect = {
#			random_scheme = {
#				type = murder
#				limit = {
#					scheme_target_character = scope:hunchback
#				}
#				add_scheme_modifier = {
#					type = massive_extra_success_chance_modifier
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { # Physically abandon and permanently avoid him (Historical Option)
#		name = bookmark.1066.b
#		flavor = bookmark.1066.b_flavor
#		
#		add_character_modifier = {
#			modifier = abandoned_marriage_modifier
#		}
#		
#		if = {
#			limit = {
#				betrothed ?= scope:hunchback
#			}
#			break_betrothal = scope:hunchback
#		}
#		else_if = {
#			limit = {
#				is_spouse_of = scope:hunchback
#			}
#			divorce_effect = {
#				DIVORCER = root
#				DIVORCEE = scope:hunchback
#			}
#		}
#		
#		scope:hunchbacks_father = {
#			if = {
#				limit = {
#					NOT = {
#						scope:hunchback = {
#							is_courtier_of = scope:hunchbacks_father
#						}
#					}
#				}
#				add_courtier = scope:hunchback
#			}
#		}
#		
#		reverse_add_opinion = {
#			target = scope:hunchback
#			modifier = abandoned_me_opinion
#			years = 30
#			opinion = -50
#		}
#		
#		reverse_add_opinion = {
#			target = scope:hunchbacks_father
#			modifier = insulted_opinion
#			years = 30
#			opinion = -50
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = { # Use your influence to flip the lineality of the marriage
#		name = bookmark.1066.c
#		flavor = bookmark.1066.c_flavor
#		
#		add_piety = -100
#		
#		marry_matrilineal = scope:hunchback
#		
#		reverse_add_opinion = {
#			target = scope:hunchbacks_father
#			modifier = annoyed_opinion
#			opinion = -20
#		}
#
#		ai_chance = {
#			base = 100
#			modifier = {
#				factor = 0
#				scope:hunchbacks_father = {
#					is_ai = no
#				}
#			}
#		}
#	}
#
#	option = { # Just hope he dies...
#		name = bookmark.1066.d
#		flavor = lineality_warning
#		add_internal_flag = dangerous
#		
#		marry = scope:hunchback
#
#		ai_chance = {
#			base = 100
#		}
#	}
#}
#
## Matilda, a witch or not?
#bookmark.1067 = {
#	type = character_event
#	title = bookmark.1067.t
#	desc = bookmark.1067.desc
#	theme = faith
#	override_background = { reference = bp1_bonfire }
#	override_effect_2d = {
#		reference = smoke	
#	}
#	left_portrait = {
#		character = root
#		animation = personality_cynical
#	}
#	
#	right_portrait = {
#		character = scope:witch
#		animation = happy_teacher
#	}
#
#	trigger = {
#		NOR = {
#			is_witch_trigger = yes
#			has_trait = lifestyle_herbalist
#		}
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_epic_sacral_moment"
#		if = {
#			limit = {
#				any_pool_character = {
#					province = root.location
#					is_physically_able_ai_adult = yes
#					has_no_particular_noble_roots_trigger = yes
#					is_female = yes
#					age > root.age
#					age >= 25
#					has_education_intrigue_trigger = yes
#				}
#			}
#			random_pool_character = {
#				province = root.location
#				limit = {
#					is_physically_able_ai_adult = yes
#					has_no_particular_noble_roots_trigger = yes
#					is_female = yes
#					age > root.age
#					age >= 25
#					has_education_intrigue_trigger = yes
#				}
#				save_scope_as = witch
#			}
#		}
#		else = {
#			hidden_effect = {
#				create_character = {
#					template = witchy_template
#					gender_female_chance = 100
#					location = root.location
#					culture = root.location.culture
#					faith = root.location.faith
#					dynasty = none
#					save_scope_as = witch
#				}
#			}
#		}
#		hidden_effect = {
#			scope:witch ?= {
#				if = {
#					limit = {
#						NOT = {
#							has_trait = eccentric
#						}
#					}
#					add_trait = eccentric
#				}
#				give_witch_secret_or_trait_effect = yes
#			}
#		}
#	}
#
#	option = { # Embrace the knowledge
#		name = bookmark.1067.a
#		flavor = bookmark.1067.a_flavor
#		add_internal_flag = dangerous
#		
#		set_focus = intrigue_skulduggery_focus
#		
#		add_intrigue_lifestyle_perk_points = 5
#		
#		give_witch_secret_or_trait_effect = yes
#		
#		add_trait = lifestyle_herbalist
#
#		ai_chance = {
#			base = 25
#		}
#	}
#
#	option = { # No, I'm pious!
#		name = bookmark.1067.b
#		flavor = bookmark.1067.b_flavor
#		
#		add_learning_lifestyle_xp = major_lifestyle_experience
#		
#		add_piety = 500
#		
#		add_learning_skill = 2
#
#		ai_chance = {
#			base = 75
#		}
#	}
#}
#
## Vratislav chooses whether to lay claims, or appease the emperor
#bookmark.1068 = {
#	type = character_event
#	title = bookmark.1068.t
#	desc = bookmark.1068.desc
#	theme = war
#	override_background = { reference = ep2_travel_bridge }
#	left_portrait = {
#		character = root
#		animation = personality_cynical
#	}
#	right_portrait = {
#		character = scope:emperor
#		animation = personality_cynical
#	}
#
#	trigger = {
#		exists = title:d_meissen.holder
#		exists = title:d_lausitz.holder
#		NOR = {
#			has_claim_on = title:d_meissen
#			has_claim_on = title:d_lausitz
#			title:d_lausitz.holder = root
#			title:d_meissen.holder = root
#		}
#		title:e_hre.holder ?= {
#			this != root
#		}
#		is_vassal_of = title:e_hre.holder
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_positive_effect"
#		title:e_hre.holder = {
#			save_scope_as = emperor
#		}
#	}
#
#	option = { # Lay claim to the lands
#		name = bookmark.1068.a
#		flavor = bookmark.1068.a_flavor
#		add_pressed_claim = title:d_meissen
#		add_pressed_claim = title:d_lausitz
#
#		ai_chance = {
#			base = 25
#		}
#	}
#
#	option = { # Appease the Emperor
#		name = bookmark.1068.b
#		flavor = bookmark.1068.b_flavor
#		
#		add_prestige = 500
#		add_legitimacy_effect = { LEGITIMACY = medium_legitimacy_gain }
#		
#		scope:emperor = {
#			add_opinion = {
#				target = root
#				modifier = pleased_opinion
#				opinion = 30
#			}
#		}
#		
#		if = {
#			limit = {
#				scope:emperor = { is_ai = yes }
#				can_add_hook = {
#					target = scope:emperor
#					type = favor_hook
#				}
#			}
#			add_hook = {
#				type = favor_hook
#				target = scope:emperor
#			}
#		}
#
#		ai_chance = {
#			base = 75
#		}
#	}
#}
#
## The matter of Jaromir
#bookmark.1069 = {
#	type = character_event
#	title = bookmark.1069.t
#	desc = bookmark.1069.desc
#	theme = faith
#	override_background = { reference = holy_site_generic }
#	override_effect_2d = {
#		reference = rain
#	}
#	left_portrait = {
#		character = character:john_monk
#		animation = prayer
#	}
#	right_portrait = {
#		character = scope:jaromir
#		animation = dismissal
#	}
#	lower_right_portrait = root.faith.religious_head
#
#	trigger = {
#		character:528 ?= {
#			is_alive = yes
#			is_councillor_of = root
#		}
#		character:john_monk ?= {
#			is_alive = yes
#		}
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_negative"
#		character:528 = {
#			save_scope_as = jaromir
#		}
#		character:john_monk = {
#			save_scope_as = john_monk
#		}
#	}
#
#	option = { # Replace Jaromir with John
#		name = bookmark.1069.a
#		flavor = bookmark.1069.a_flavor
#		
#		faith.religious_head = {
#			add_opinion = {
#				target = root
#				modifier = impious_opinion
#				opinion = -30
#			}
#		}
#		
#		create_title_and_vassal_change = {
#  			type = granted
#  			save_scope_as = change
#  		}
#  		title:c_opava = {
#	  		change_title_holder = {
#				holder = scope:john_monk
#				change = scope:change
#				take_baronies = no
#			}
#  		}
#		resolve_title_and_vassal_change = scope:change
#		scope:john_monk = {
#			hidden_effect = {
#				change_government = theocracy_government
#			}
#		}
#		if = {
#			limit = { character:528 = { is_councillor_of = root } }
#			fire_councillor = character:528
#		}
#		assign_councillor_type = {
#			type = councillor_court_chaplain
#			remove_existing_councillor = yes
#			target = character:john_monk
#		}
#		add_character_flag = {
#			flag = bishop_assignment
#			days = 1
#		}
#		ai_chance = {
#			base = 25
#		}
#	}
#
#	option = { # Make great concessions to Jaromir
#		name = bookmark.1069.b
#		flavor = bookmark.1069.b_flavor
#		
#		pay_short_term_gold = {
#			target = scope:jaromir
#			gold = medium_gold_value
#		}
#		
#		scope:jaromir = {
#			add_opinion = {
#				target = root
#				modifier = pleased_opinion
#				opinion = 30
#			}
#			remove_relation_rival = root
#		}
#
#		ai_chance = {
#			base = 75
#		}
#	}
#
#	option = { # Make great concessions to Jaromir
#		name = bookmark.1069.c
#		flavor = bookmark.1069.c_flavor
#
#		ai_chance = {
#			base = 75
#		}
#	}
#	
#	after = {
#		hidden_effect = {
#			if = {
#				limit = {
#					has_character_flag = bishop_assignment
#				}
#				assign_councillor_type = {
#					type = councillor_court_chaplain
#					remove_existing_councillor = yes
#					target = character:john_monk
#				}
#			}
#		}
#	}
#}
#
## A Norman Sicily
#bookmark.1070 = {
#	type = character_event
#	title = bookmark.1070.t
#	desc = bookmark.1070.desc
#	theme = war
#	override_background = { reference = terrain }
#	
#	left_portrait = {
#		character = root
#		animation = hunting_knife_start
#	}
#	
#	lower_right_portrait = scope:pope
#	lower_left_portrait = scope:emperor
#
#	trigger = {
#		
#	}
#
#	immediate = {
#		play_music_cue = "mx_cue_positive_effect"
#		
#		title:e_hre.holder = { save_scope_as = emperor }
#		root.faith.religious_head = { save_scope_as = pope }
#		
#		custom_tooltip = claim_sicily
#		hidden_effect = {
#			add_pressed_claim = title:d_salerno
#			add_pressed_claim = title:c_napoli
#			add_pressed_claim = title:d_capua
#			add_pressed_claim = title:c_siracusa
#			add_pressed_claim = title:c_agrigento
#			add_pressed_claim = title:c_palermo
#		}
#	}
#
#	option = {
#		name = bookmark.1070.a
#		
#		add_pressed_claim = title:d_benevento
#		add_pressed_claim = title:d_spoleto
#		show_as_tooltip = {
#			spawn_army = {
#				levies = 750
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#		}
#		hidden_effect = {
#			spawn_army = {
#				levies = 125
#				men_at_arms = {
#					type = bowmen
#					men = 50
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 50
#				}
#				men_at_arms = {
#					type = conrois
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				levies = 125
#				men_at_arms = {
#					type = bowmen
#					men = 50
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 50
#				}
#				men_at_arms = {
#					type = conrois
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				levies = 125
#				men_at_arms = {
#					type = bowmen
#					men = 50
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 50
#				}
#				men_at_arms = {
#					type = conrois
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#		}
#		
#		scope:emperor = {
#			add_opinion = {
#				target = root
#				modifier = angry_opinion
#				opinion = -30
#			}
#		}
#		
#		scope:pope = {
#			add_opinion = {
#				target = root
#				modifier = angry_opinion
#				opinion = -30
#			}
#		}
#		
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = {
#		name = bookmark.1070.b
#		
#		add_pressed_claim = title:d_benevento
#		
#		show_as_tooltip = {
#			spawn_army = {
#				levies = 500
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#		}
#		hidden_effect = {
#			spawn_army = {
#				levies = 125
#				men_at_arms = {
#					type = bowmen
#					men = 50
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 50
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				levies = 125
#				men_at_arms = {
#					type = bowmen
#					men = 50
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 50
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#		}
#		
#		scope:pope = {
#			add_opinion = {
#				target = root
#				modifier = angry_opinion
#				opinion = -30
#			}
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = {
#		name = bookmark.1070.c
#		
#		spawn_army = {
#			levies = 125
#			men_at_arms = {
#				type = bowmen
#				men = 50
#			}
#			men_at_arms = {
#				type = light_horsemen
#				men = 50
#			}
#			men_at_arms = {
#				type = armored_horsemen
#				men = 25
#			}
#			location = root.capital_province
#			name = norman_highwaymen
#		}
#
#		ai_chance = {
#			base = 100
#		}
#	}
#}
#
## The Pretender Monk
#bookmark.1071 = {
#	type = character_event
#	title = bookmark.1071.t
#	desc = bookmark.1071.desc
#	theme = martial
#	override_background = { reference = throne_room }
#	
#	left_portrait = {
#		character = root
#		animation = thinking
#	}
#	
#	right_portrait = {
#		character = scope:raiktor
#		animation = beg
#	}
#
#	trigger = {
#		gold >= 100
#		is_at_war = no
#		title:e_byzantium.holder ?= {
#			this != root
#		}
#	}
#	
#	on_trigger_fail = {
#		if = {
#			limit = {
#				title:e_byzantium.holder ?= {
#					this != root
#				}
#			}
#			trigger_event = {
#				id = bookmark.1071
#				days = 25
#			}
#		}
#	}
#
#	immediate = {
#		title:e_byzantium.holder ?= { save_scope_as = byz_emperor }
#		create_character = {
#			template = monk_character_template
#			name = Raiktor
#			culture = culture:greek
#			faith = faith:orthodox
#			age = 30
#			gender_female_chance = 0
#			save_scope_as = raiktor
#			employer = root
#			intrigue = { min_template_high_skill max_template_high_skill }
#			learning = { min_template_high_skill max_template_high_skill }
#		}
#		hidden_effect = {
#			scope:raiktor = {
#				add_unpressed_claim = title:e_byzantium
#				if = {
#					limit = {
#						has_trait = honest
#					}
#					remove_trait = honest
#				}
#				add_trait = deceitful
#				add_trait = historical_character
#				add_character_flag = raiktor
#				set_variable = {
#					name = show_historical_gui
#					value = 1
#				}
#			}
#		}
#	}
#
#	option = {
#		name = bookmark.1071.a
#		
#		flavor = hard_raiktor_war
#		
#		custom_tooltip = start_raiktor_war
#		custom_tooltip = gain_war_troops
#		
#		hidden_effect = {
#			start_war = {
#				cb = raiktor_claim_cb
#				target = title:e_byzantium.holder
#				claimant = scope:raiktor
#				target_title = title:e_byzantium
#			}
#			random_character_war = {
#				limit = {
#					using_cb = raiktor_claim_cb
#				}
#				save_scope_as = war
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#		}
#		
#		ai_chance = {
#			base = 10
#			modifier = {
#				factor = 0.1
#				title:e_byzantium.holder ?= { is_ai = no }
#			}
#		}
#	}
#
#	option = {
#		name = bookmark.1071.b
#		
#		flavor = easy_raiktor_war
#		
#		custom_tooltip = start_raiktor_conquest_war
#		custom_tooltip = gain_war_troops
#		
#		hidden_effect = {
#			start_war = {
#				cb = raiktor_conquest_cb
#				target = title:e_byzantium.holder
#				claimant = scope:raiktor
#				target_title = title:c_dyrrachion
#				target_title = title:c_avlonas
#				target_title = title:c_buthrotum
#			}
#			random_character_war = {
#				limit = {
#					using_cb = raiktor_conquest_cb
#				}
#				save_scope_as = war
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#			
#			spawn_army = {
#				war = scope:war
#				levies = 300
#				men_at_arms = {
#					type = bowmen
#					men = 100
#				}
#				men_at_arms = {
#					type = light_horsemen
#					men = 75
#				}
#				men_at_arms = {
#					type = armored_horsemen
#					men = 25
#				}
#				location = root.capital_province
#				name = norman_highwaymen
#			}
#		}
#
#		ai_chance = {
#			base = 100
#			modifier = {
#				factor = 0.1
#				title:e_byzantium.holder ?= { is_ai = no }
#			}
#		}
#	}
#
#	option = {
#		name = bookmark.1071.c
#		
#		scope:raiktor = { select_and_move_to_pool_effect = yes }
#
#		ai_chance = {
#			base = 10
#			modifier = {
#				factor = 10
#				title:e_byzantium.holder ?= { is_ai = no }
#			}
#		}
#	}
#}
#
## Conquering Cordoba
#bookmark.1072 = {
#	type = character_event
#	title = bookmark.1072.t
#	desc = bookmark.1072.desc
#	theme = martial
#	override_background = { reference = terrain_scope }
#	
#	left_portrait = {
#		character = root
#		animation = spymaster
#	}
#	
#	right_portrait = {
#		character = title:c_cordoba.holder
#		animation = steward
#	}
#
#	trigger = {
#		exists = title:c_cordoba.holder
#		NOT = { title:c_cordoba.holder = root }
#	}
#
#	immediate = {
#		title:c_cordoba.holder = { save_scope_as = cordoba_holder }
#		title:c_cordoba.title_province = { save_scope_as = background_terrain_scope }
#	}
#
#	option = {
#		name = bookmark.1072.a
#		trait = schemer
#		
#		custom_tooltip = intrigue_challenge
#		add_character_flag = intrigue_duel_on_attack
#		
#		custom_tooltip = start_cordoba_war
#		hidden_effect = {
#			if = {
#				limit = {
#					title:c_cordoba.holder = {
#						has_title = title:c_cabra
#					}
#				}
#				start_war = {
#					cb = county_conquest_cb
#					target = title:c_cordoba.holder
#					target_title = title:c_cordoba
#					target_title = title:c_cabra
#				}
#			}
#			else = {
#				start_war = {
#					cb = county_conquest_cb
#					target = title:c_cordoba.holder
#					target_title = title:c_cordoba
#				}
#			}
#		}
#		
#		ai_chance = {
#			base = 90
#		}
#	}
#
#	option = {
#		name = bookmark.1072.b
#		
#		spawn_army = {
#			levies = 100
#			men_at_arms = {
#				type = abudrar
#				men = 100
#			}
#			men_at_arms = {
#				type = light_horsemen
#				men = 50
#			}
#			location = root.capital_province
#			name = event_troop_default_name
#		}
#		
#		custom_tooltip = start_cordoba_war
#		hidden_effect = {
#			if = {
#				limit = {
#					title:c_cordoba.holder = {
#						has_title = title:c_cabra
#					}
#				}
#				start_war = {
#					cb = county_conquest_cb
#					target = title:c_cordoba.holder
#					target_title = title:c_cordoba
#					target_title = title:c_cabra
#				}
#			}
#			else = {
#				start_war = {
#					cb = county_conquest_cb
#					target = title:c_cordoba.holder
#					target_title = title:c_cordoba
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 10
#		}
#	}
#
#	option = {
#		name = bookmark.1072.c
#		
#		ai_chance = {
#			base = 0
#		}
#	}
#}
#
## The Seljuk Scion
#bookmark.1073 = {
#	type = character_event
#	title = bookmark.1073.t
#	desc = bookmark.1073.desc
#	theme = martial
#	override_background = { reference = terrain_scope }
#	
#	left_portrait = {
#		character = root
#		animation = stress
#	}
#	right_portrait = {
#		character = scope:alp_arslan
#		animation = war_over_win
#	}
#	lower_left_portrait = scope:qutalmish
#	lower_right_portrait = scope:tughril
#
#	immediate = {
#		character:3040 = { save_scope_as = alp_arslan }
#		character:3033 = { save_scope_as = qutalmish }
#		character:3038 = { save_scope_as = tughril }
#		title:e_persia.title_capital_county.title_province = { save_scope_as = background_terrain_scope }
#		show_as_tooltip = {
#			scope:alp_arslan = {
#				set_relation_rival = { reason = rival_killed_parent target = root }
#			}
#			add_realm_law = camp_purpose_mercenaries
#		}
#		if = {
#			limit = {
#				has_mpo_dlc_trigger = yes
#			}
#			spawn_army = {
#				name = event_troop_default_name
#				men_at_arms = {
#					type = horse_archers
#					stacks = 2
#				}
#				men_at_arms = {
#					type = steppe_raiders
#					stacks = 2
#				}
#				men_at_arms = {
#					type = heavy_horse_archers
#					stacks = 2
#				}
#				location = root.location
#				origin = root.location
#			}
#		}
#		else = {
#			spawn_army = {
#				name = event_troop_default_name
#				men_at_arms = {
#					type = horse_archers
#					stacks = 2
#				}
#				men_at_arms = {
#					type = steppe_raiders
#					stacks = 2
#				}
#				men_at_arms = {
#					type = heavy_horse_archers
#					stacks = 2
#				}
#				location = root.location
#				origin = root.location
#			}
#		}
#	}
#
#	option = {
#		name = bookmark.1073.a
#		add_prestige_level = 1
#		if = {
#			limit = {
#				has_mpo_dlc_trigger = yes
#			}
#			spawn_army = {
#				name = event_troop_default_name
#				men_at_arms = {
#					type = horse_archers
#					stacks = 2
#				}
#				men_at_arms = {
#					type = steppe_raiders
#					stacks = 2
#				}
#				men_at_arms = {
#					type = heavy_horse_archers
#					stacks = 2
#				}
#				location = root.location
#				origin = root.location
#			}
#		}
#		else = {
#			spawn_army = {
#				name = event_troop_default_name
#				men_at_arms = {
#					type = horse_archers
#					stacks = 2
#				}
#				men_at_arms = {
#					type = light_horsemen
#					stacks = 2
#				}
#				men_at_arms = {
#					type = light_footmen
#					stacks = 2
#				}
#				location = root.location
#				origin = root.location
#			}
#		}
#		ai_chance = {
#			base = 90
#		}
#	}
#
#	option = {
#		name = bookmark.1073.b
#		add_unpressed_claim = title:e_persia
#		add_realm_law = camp_purpose_legitimists
#		scope:alp_arslan = {
#			set_relation_nemesis = { reason = rival_killed_parent target = root }
#		}
#		ai_chance = {
#			base = 10
#		}
#	}
#}
#
####We let the player decide which dynasty Sibylla's son will belong to avoid undesirable potential game overs
#bookmark.0300 = {
#	type = character_event
#	title = bookmark.0300.t
#	desc = bookmark.0300.desc
#
#	theme = family
#	left_portrait = {
#		character = root
#		animation = personality_rational
#	}
#	lower_center_portrait = {
#		character = scope:dead_husband
#		animation = dead
#	}
#	right_portrait = {
#		character = scope:baby_baudouin
#	}
#
#	trigger = {
#		is_ai = no
#		character:223541 = {
#			is_ai = yes
#			is_alive = yes
#		}
#	}
#
#	immediate = {
#		character:223541 = { save_scope_as = baby_baudouin }
#		character:223540 = { save_scope_as = dead_husband }
#	}
#
#	option = {
#		name = bookmark.0300.a
#
#		character:223541 = { set_house = root.house }
#
#		ai_chance = {
#			base = 0 # The AI shouldn't get this event, but should want to maintain the status quo if it did
#		}
#	}
#	
#	option = {
#		name = bookmark.0300.b
#		
#		ai_chance = {
#			base = 100	# AI doesn't get this event, but should always pick no.
#		}
#		custom_tooltip = bookmark.0300.b.tt
#	}
#}
#
#bookmark.0400 = {
#	type = character_event
#	title = bookmark.0400.t
#	desc = bookmark.0400.desc
#
#	theme = family
#
#	left_portrait = {
#		character = root
#		animation = disapproval
#	}
#	lower_left_portrait = {
#		character = scope:brother
#	}
#	lower_right_portrait = {
#		character = scope:child
#	}
#	right_portrait = {
#		character = scope:emperor
#		animation = pain
#	}
#
#	trigger = {
#		is_ai = no
#		character:206651 = { # your husband
#			is_alive = yes
#			is_ai = yes
#			is_landed = yes
#		}
#		character:206653 = { # your child
#			is_alive = yes
#			is_ai = yes
#			top_liege = root.top_liege
#		}
#		character:tangut_liang_2 = { # your brother
#			is_alive = yes
#			is_ai = yes
#			top_liege = root.top_liege
#		}
#	}
#
#	immediate = {
#		character:206651 = { save_scope_as = emperor }
#		character:206653 = { save_scope_as = child }
#		character:tangut_liang_2 = { save_scope_as = brother }
#		scope:emperor.primary_title = { save_scope_as = xia }
#	}
#	
#	option = {
#		name = bookmark.0400.a
#
#		custom_tooltip = {
#			text = bookmark.0400.a.tt
#
#			scope:emperor = {
#				every_held_title = {
#					limit = {
#						tier >= tier_county
#						is_landless_type_title = no
#					}
#					add_to_list = titles_to_transfer
#				}
#			}
#
#			create_title_and_vassal_change = {
#				type = usurped
#				save_scope_as = change
#				add_claim_on_loss = yes
#			}
#
#			every_in_list = {
#				list = titles_to_transfer
#				change_title_holder = {
#					holder = root
#					change = scope:change
#				}
#			}
#
#			scope:emperor = {
#				every_vassal = {
#					limit = {
#						NOT = {
#							this = root
#						}
#					}
#					change_liege = {
#						LIEGE = root
#						CHANGE = scope:change
#					}
#				}
#			}
#
#			resolve_title_and_vassal_change = scope:change
#
#			scope:emperor = {
#				death = {
#					death_reason = death_wounds
#				}
#			}
#		}
#
#		if = {
#			limit = { 
#				exists = cp:councillor_chancellor
#				cp:councillor_chancellor != character:tangut_liang_2
#			}
#			fire_councillor = cp:councillor_chancellor
#			assign_councillor_type = {
#				type = councillor_chancellor
#				target = character:tangut_liang_2
#			}
#		}
#
#		every_child = {
#			limit = {
#				house != root.house
#			}
#			set_house = root.house
#		}
#
#		ai_chance = {
#			base = 0
#		}
#	}
#
#	option = {
#		name = bookmark.0400.b
#
#		custom_tooltip = {
#			text = bookmark.0400.b.tt
#			add_character_flag = has_had_diarch_intro_event_flag
#
#			scope:emperor = {
#				designate_diarch = root
#				try_start_diarchy = regency
#				set_diarchy_swing = 100
#				if = {
#					limit = { 
#						exists = cp:councillor_chancellor
#						cp:councillor_chancellor != character:tangut_liang_2
#					}
#					fire_councillor = cp:councillor_chancellor
#					scope:brother = {
#						set_employer = scope:emperor
#					}
#					assign_councillor_type = {
#						type = councillor_chancellor
#						target = character:tangut_liang_2
#					}
#				}
#			}
#		}
#		change_influence = monumental_influence_gain
#		add_prestige = monumental_prestige_gain
#
#		ai_chance = {
#			base = 100
#		}
#	}
#	option = {
#		name = bookmark.0400.c
#
#		custom_tooltip = {
#			text = bookmark.0400.c.tt
#			add_character_flag = has_had_diarch_intro_event_flag
#
#			scope:emperor = {
#				death = {
#					death_reason = death_wounds
#				}
#			}
#			scope:brother = {
#				set_employer = scope:child
#			}
#			scope:child = {
#				set_diarch = root
#				set_diarchy_swing = 100
#				if = {
#					limit = { 
#						exists = cp:councillor_chancellor
#						cp:councillor_chancellor != character:tangut_liang_2
#					}
#					fire_councillor = cp:councillor_chancellor
#					assign_councillor_type = {
#						type = councillor_chancellor
#						target = character:tangut_liang_2
#					}
#				}
#			}
#		}
#		change_influence = monumental_influence_gain
#		add_prestige = monumental_prestige_gain
#
#		ai_chance = {
#			base = 0
#		}
#	}
#	after = {
#		add_hook = {
#			type = loyalty_hook
#			target = scope:brother
#		}
#
#		scope:brother = {
#			change_influence = massive_influence_gain
#			add_prestige = massive_prestige_gain
#		}
#	}
#}
#
#bookmark.0500 = {
#	type = character_event
#	title = bookmark.0500.t
#	desc = bookmark.0500.desc
#	window = big_event_window
#	theme = merit
#	override_background = bedchamber
#
#	left_portrait = {
#		character = root
#		animation = disapproval
#	}
#
#	trigger = {
#	}
#
#	immediate = {
#	}
#	
#	option = {
#		name = bookmark.0500.a
#
#		add_character_modifier = {
#			modifier = tgp_wiles_is_the_way_modifier
#			years = 10
#		}
#
#		domicile ?= {
#			hidden_effect = {
#				add_domicile_building = east_asian_peasant_quarters_01
#				add_domicile_building = east_asian_peasant_quarters_02
#				add_domicile_building = east_asian_peasant_quarters_03
#			}
#			add_domicile_building = east_asian_peasant_quarters_04
#			custom_tooltip = domicile_building_parameter_can_use_incite_revolts
#			custom_tooltip = domicile_building_parameter_can_join_peasant_factions
#		} 
#
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	option = {
#		name = bookmark.0500.b
#
#		trigger = {
#			is_landed = no
#		}
#
#		add_trait = conqueror
#
#		create_title_and_vassal_change = {
#  			type = usurped
#  			save_scope_as = change
#  		}
#  		title:c_caozhou = {
#	  		change_title_holder = {
#				holder = root
#				change = scope:change
#				take_baronies = yes
#			}
#  		}
#  		hidden_effect = {
# 			becomes_independent = {
#				change = scope:change
#			}
#		}
#		resolve_title_and_vassal_change = scope:change
#
#		start_war = {
#			casus_belli = admin_barbarian_conquest_cb
#			target = title:d_biansong.holder
#		}
#
#		spawn_army = {
#			levies = 5000
#			location = root.capital_province
#			origin = root.capital_province
#			inheritable = no
#			uses_supply = yes
#			name = faithful_followers
#		}
#
#		ai_chance = {
#			base = 0
#		}
#	}
#	option = {
#		name = bookmark.0500.c
#
#		trigger = {
#			has_dlc_feature = roads_to_power
#		}
#
#		create_landless_adventurer_title_tooltip_effect = yes
#		add_character_modifier = {
#			modifier = ep3_voluntary_laamp_character_modifier
#			years = 5
#		}
#		hidden_effect = {
#			# Create Adventurer
#			create_landless_adventurer_title_effect = {
#				REASON = flag:runaway_allowed
#				FLAVOR_CHAR = root
#			}
#			domicile ?= {
#				change_provisions = major_provisions_gain
#			}
#		}
#
#		ai_chance = {
#			base = 0
#		}
#	}
#
#	option = {
#		name = bookmark.0500.d
#
#		trigger = {
#			is_landed = no
#		}
#
#		set_character_faith = faith:maitreya
#
#		faith:maitreya = {
#			change_fervor = {
#				value = 100
#				desc = maitreya_has_descended_fervor_desc
#			}
#		}
#
#		add_character_modifier = claimed_mantle_of_maitreya_modifier
#
#		hidden_effect = {
#			set_global_variable = {
#				name = the_maitreya_has_descended
#				value = yes
#			}
#		}
#		add_trait = peasant_leader
#
#		create_title_and_vassal_change = {
#  			type = usurped
#  			save_scope_as = change
#  		}
#  		title:c_caozhou = {
#	  		change_title_holder = {
#				holder = root
#				change = scope:change
#				take_baronies = yes
#			}
#  		}
#  		hidden_effect = {
# 			becomes_independent = {
#				change = scope:change
#			}
#		}
#		resolve_title_and_vassal_change = scope:change
#
#		start_war = {
#			casus_belli = admin_barbarian_conquest_cb
#			target = title:d_biansong.holder
#		}
#
#		spawn_army = {
#			levies = 5000
#			location = root.capital_province
#			origin = root.capital_province
#			inheritable = no
#			uses_supply = yes
#			name = maitreya_devotees
#		}
#
#		ai_chance = {
#			base = 0
#		}
#	}
#}
#