namespace = tgp_china_ministry

### EVENT LIST ####################################################################
## 0001 - 0020	Minister of Defense - Grand Campaign GP
## XXXX - XXXX	Event Name Here by Author Name Here
###################################################################################

###################################
# Minister of Defense - Grand Campaign GP
# 0001 - War starts - Minister notification and script logic to start the war
# 0002 - War won
# 0003 - War lost or white peaced
# 0004 - War joins
# 0005 - Great Project ends - timer or all wars were won/lost
# 0006 - Great Project canceled
# 0007 - War starts - Others notification
# By Arkadiusz Majewski
###################################

# War starts - Minister notification and script logic to start the war
tgp_china_ministry.0001 = {
	type = character_event
	title = tgp_china_ministry.0001.t
	desc = tgp_china_ministry.0001.desc
	theme = martial
	left_portrait = {
		character = root
		animation = war_attacker
	}
	right_portrait = {
		trigger = {
			scope:contributor != root
		}
		character = scope:contributor
		animation = random_weapon_aggressive
	}
	lower_right_portrait = {
		trigger = {
			scope:war_leader != root
		}
		character = scope:war_leader
	}
	lower_center_portrait = scope:defender
	lower_left_portrait = scope:owner

	immediate = {
		start_war = {
			cb = grand_campaign_kingdom_invasion_cb
			target = scope:defender
			target_title = scope:great_project.var:grand_campaign_target_kingdom
		}
		scope:war_leader = {
			random_character_war = {
				limit = {
					using_cb = grand_campaign_kingdom_invasion_cb
				}
				save_scope_as = grand_campaign_war
				set_variable = {
					name = grand_campaign_project
					value = scope:great_project
				}
			}
		}
		scope:great_project = {
			set_variable = {
				name = grand_campaign_war
				value = scope:grand_campaign_war
			}
		}
	}

	option = {
		name = tgp_china_ministry.0001.a
		add_character_modifier = {
			modifier = tgp_joined_grand_campaign_modifier
		}
	}
	after = {
		grand_campaign_update_war_participants_effect = yes
		scope:owner = {
			if = {
				limit = { this != root }
				trigger_event = tgp_china_ministry.0007
			}
		}
	}
}
# War won
tgp_china_ministry.0002 = {
	type = character_event
	title = tgp_china_ministry.0002.t
	desc = tgp_china_ministry.0002.desc
	theme = martial
	left_portrait = {
		character = root
		animation = war_over_win
	}
	right_portrait = {
		character = scope:attacker
		animation = random_weapon_celebrate
	}
	lower_center_portrait = scope:defender

	immediate = {
		save_scope_as = owner
		custom_tooltip = grand_campaign_kingdom_invasion_cb_victory_desc_attacker
	}

	option = {
		name = tgp_china_ministry.0002.a
		if = {
			limit = {
				scope:great_project = {
					any_in_list = {
						variable = grand_campaign_targets
						count = all
						any_in_de_jure_hierarchy = {
							count = all
							filter = {
								tier = tier_county
							}
							holder.top_overlord = scope:owner
						}
					}
				}
			}
			scope:great_project = {
				complete_great_project = scope:great_project
			}
		}

		add_legitimacy = miniscule_legitimacy_gain
		custom_tooltip = grand_campaign_won_tt
		custom_tooltip = grand_campaign_lost_tt
	}
}
# War lost or white peaced
tgp_china_ministry.0003 = {
	type = character_event
	title = tgp_china_ministry.0003.t
	desc = tgp_china_ministry.0003.desc
	theme = martial
	left_portrait = {
		character = root
		animation = disappointed
	}
	right_portrait = {
		character = scope:attacker
		animation = nervous
	}
	lower_center_portrait = scope:defender

	immediate = {
		save_scope_as = owner
	}

	option = {
		name = tgp_china_ministry.0003.a
		scope:attacker = {
			tgp_activate_catalyst_against_hegemon_effect = {
				HEGEMON = root
				CATALYST = catalyst_hegemon_lost_war
			}
		}
		add_legitimacy = miniscule_legitimacy_loss
	}
}
# War joins
tgp_china_ministry.0004 = {
	type = character_event
	title = tgp_china_ministry.0004.t
	desc = tgp_china_ministry.0004.desc
	theme = martial
	left_portrait = {
		character = root
		animation = war_attacker
	}
	right_portrait = {
		character = scope:war_leader
		animation = random_weapon_aggressive
		trigger = {
			scope:war_leader != root
		}
	}
	lower_right_portrait = scope:owner
	lower_center_portrait = scope:target_title.holder

	immediate = {
		scope:great_project.var:grand_campaign_war = {
			save_scope_as = grand_campaign_war
			if = {
				limit = {
					scope:contributor = {
						NOT = {
							any_character_war = { this = prev }
						}
					}
				}
				add_attacker = scope:contributor
			}
		}
		add_character_modifier = {
			modifier = tgp_joined_grand_campaign_modifier
		}
		custom_tooltip = grand_campaign_added_war_target_tt
	}

	option = {
		name = tgp_china_ministry.0004.a
	}
}
# Great Project ends - timer or all wars were won
tgp_china_ministry.0005 = {
	type = character_event
	title = tgp_china_ministry.0005.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { list_size:titles_won >= list_size:titles_lost }
				desc = tgp_china_ministry.0005.desc_won
			}
			desc = tgp_china_ministry.0005.desc_lost
		}
	}
	theme = martial
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { list_size:titles_won >= list_size:titles_lost }
			animation = admiration
		}
		animation = dismissal
	}
	right_portrait = {
		character = scope:war_leader
		triggered_animation = {
			trigger = { list_size:titles_won >= list_size:titles_lost }
			animation = random_weapon_celebrate
		}
		animation = shame
	}

	immediate = {
		scope:great_project.var:grand_campaign_target_kingdom = {
			save_scope_as = target_kingdom
		}
		every_in_list = {
			list = all_contributors
			if = {
				limit = {
					list_size:titles_won >= list_size:titles_lost
				}
				custom_tooltip = grand_campaign_movement_power_gain_tt
				if = {
					limit = {
						exists = var:grand_campaign_won
					}
					change_variable = {
						name = grand_campaign_won
						add = 100
					}
				}
				else = {
					set_variable = {
						name = grand_campaign_won
						value = 100
					}
				}
	 			add_merit_if_relevant_effect = {
	 				MERIT = monumental_merit_value
	 			}
			}
			else = {
				custom_tooltip = grand_campaign_movement_power_loss_tt
				if = {
					limit = {
						exists = var:grand_campaign_lost
					}
					change_variable = {
						name = grand_campaign_lost
						add = -100
					}
				}
				else = {
					set_variable = {
						name = grand_campaign_lost
						value = -100
					}
				}
			}
		}
	}

	option = {
		name = {
			trigger = { list_size:titles_won >= list_size:titles_lost }
			text = tgp_china_ministry.0005.a_win
		}
		name = tgp_china_ministry.0005.a_lost
		if = {
			limit = {
				list_size:titles_won >= list_size:titles_lost
			}
			add_legitimacy_effect = { LEGITIMACY = major_legitimacy_gain }
			scope:war_leader = {
				tgp_activate_catalyst_against_hegemon_effect = {
					HEGEMON = scope:owner
					CATALYST = catalyst_grand_campaign
				}
	 			add_merit_if_relevant_effect = {
	 				MERIT = 1000
	 			}
			}
		}
		else = {
			add_legitimacy_effect = { LEGITIMACY = major_legitimacy_loss }
			scope:war_leader = {
				tgp_activate_catalyst_against_hegemon_effect = {
					HEGEMON = scope:owner
					CATALYST = catalyst_grand_campaign_lost
				}
	 			change_influence = major_influence_loss
			}
		}
	}
}
# Great Project canceled
tgp_china_ministry.0006 = {
	type = letter_event
	opening = tgp_china_ministry.0006.opening
	desc = tgp_china_ministry.0006.desc
	sender = scope:founder

	immediate = {
		if = {
			limit = {
				this != scope:owner
				this != scope:founder
			}
			add_opinion = {
				modifier = wasted_our_efforts
				target = scope:owner
				opinion = -30
			}
		}
	}

	option = {
		name = tgp_china_ministry.0006.a
	}
}
# War starts - Others notification
tgp_china_ministry.0007 = {
	type = character_event
	title = tgp_china_ministry.0007.t
	desc = tgp_china_ministry.0007.desc
	theme = martial
	left_portrait = {
		character = root
		animation = war_attacker
	}
	right_portrait = {
		character = scope:war_leader
		animation = random_weapon_aggressive
	}
	lower_center_portrait = scope:defender

	immediate = {
		show_as_tooltip = {
			scope:war_leader = {
				start_war = {
					cb = grand_campaign_kingdom_invasion_cb
					target = scope:defender
					target_title = scope:great_project.var:grand_campaign_target_kingdom
				}
			}
		}
	}

	option = {
		name = tgp_china_ministry.0001.a
	}
}

# Great Project ends - Others notification
tgp_china_ministry.0008 = {
	type = character_event
	title = tgp_china_ministry.0005.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { list_size:titles_won >= list_size:titles_lost }
				desc = tgp_china_ministry.0005.desc_won
			}
			desc = tgp_china_ministry.0005.desc_lost
		}
	}
	theme = martial
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { list_size:titles_won >= list_size:titles_lost }
			animation = random_weapon_celebrate
		}
		animation = shame
	}
	right_portrait = {
		character = scope:owner
		triggered_animation = {
			trigger = { list_size:titles_won >= list_size:titles_lost }
			animation = admiration
		}
		animation = dismissal
	}
	cooldown = { days = 1 }

	immediate = {
		scope:great_project.var:grand_campaign_target_kingdom = {
			save_scope_as = target_kingdom
		}
		show_as_tooltip = {
			every_in_list = {
				list = all_contributors
				if = {
					limit = {
						list_size:titles_won >= list_size:titles_lost
					}
					custom_tooltip = grand_campaign_movement_power_gain_tt
					if = {
						limit = {
							exists = var:grand_campaign_won
						}
						change_variable = {
							name = grand_campaign_won
							add = 100
						}
					}
					else = {
						set_variable = {
							name = grand_campaign_won
							value = 100
						}
					}
		 			add_merit_if_relevant_effect = {
		 				MERIT = monumental_merit_value
		 			}
				}
				else = {
					custom_tooltip = grand_campaign_movement_power_loss_tt
					if = {
						limit = {
							exists = var:grand_campaign_lost
						}
						change_variable = {
							name = grand_campaign_lost
							add = -100
						}
					}
					else = {
						set_variable = {
							name = grand_campaign_lost
							value = -100
						}
					}
				}
			}
		}
	}

	option = {
		name = {
			trigger = { list_size:titles_won >= list_size:titles_lost }
			text = tgp_china_ministry.0005.a_win
		}
		name = tgp_china_ministry.0005.a_lost
		show_as_tooltip = {
			scope:owner = {
				if = {
					limit = {
						list_size:titles_won >= list_size:titles_lost
					}
					add_legitimacy_effect = { LEGITIMACY = major_legitimacy_gain }
					scope:war_leader = {
						tgp_activate_catalyst_against_hegemon_effect = {
							HEGEMON = scope:owner
							CATALYST = catalyst_grand_campaign
						}
			 			add_merit_if_relevant_effect = {
			 				MERIT = 1000
			 			}
					}
				}
				else = {
					add_legitimacy_effect = { LEGITIMACY = major_legitimacy_loss }
					scope:war_leader = {
						tgp_activate_catalyst_against_hegemon_effect = {
							HEGEMON = scope:owner
							CATALYST = catalyst_grand_campaign_lost
						}
	 					change_influence = major_influence_loss
					}
				}
			}
		}
	}
}
# Minister of Revenue - Budget events
# Top liege is enforced to enact a new budget
tgp_china_ministry.0100 = {
	type = character_event
	title = tgp_china_ministry.0100.t
	desc = {
		desc = tgp_china_ministry.0100.intro
		desc = newline.desc
		# Desc depending on if you have someone to tell you about the budget or not
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:steward
				}
				desc = tgp_china_ministry.0100.steward_desc
			}
			desc = tgp_china_ministry.0100.solo_desc
		}
		# Reason for needing a new budget
		first_valid = {
			triggered_desc = {
				trigger = {
					monthly_character_treasury_balance < -50
				}
				desc = tgp_china_ministry.0100.deficit_desc
			}
			triggered_desc = {
				trigger = {
					character_treasury_new_budget_capacity >= { value = character_treasury_budget_capacity multiply = 1.3 }
				}
				desc = tgp_china_ministry.0100.income_desc
			}
			desc = tgp_china_ministry.0100.fallback_desc
		}
		triggered_desc = {
			trigger = {
				exists = scope:steward
			}
			desc = single_quotation_desc
		}
	}
	theme = stewardship
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { 
				exists = scope:steward 
				government_has_flag = government_is_celestial
			}
			animation = emperor
		}
		triggered_animation = {
			trigger = { 
				exists = scope:steward 
				government_has_flag = government_is_administrative
			}
			animation = acknowledging
		}
		triggered_animation = {
			trigger = { 
				exists = scope:steward 
				government_has_flag = government_is_japan_administrative
			}
			animation = fanning
		}
		animation = steward
	}
	right_portrait = {
		character = scope:steward
		animation = stressed_teacher
	}
	
	trigger = {
		this = top_liege
		has_treasury = yes
		OR = { # You are not travelling, but we don't mind if AI is
			is_ai = yes
			is_travelling = no
		}
		# You should enact a new budget if you fulfill ANY of these reasons
		OR = {
			# The AI hasn't set a new budget recently
			AND = {
				is_ai = yes
				treasury_months_since_budget_enact_date >= 60
			}
			# The player hasn't set a new budget recently (time is more generous than for the AI)
			treasury_months_since_budget_enact_date >= 96
			# Left over treasury is more than 30% larger than the last budget
			character_treasury_new_budget_capacity >= { value = character_treasury_budget_capacity multiply = 1.3 }
			# You are running too big a deficit
			monthly_character_treasury_balance < -50
		}
	}

	immediate = {
		save_scope_as = treasury_ruler
		# Find and save a suitable character who wants to update the budget
		if = {
			limit = { exists = cp:councillor_steward }
			cp:councillor_steward = {
				save_scope_as = steward
			}
		}
		else_if = {
			limit = { exists = cp:councillor_chancellor }
			cp:councillor_chancellor = {
				save_scope_as = steward
			}
		}
		else_if = {
			limit = { exists = cp:minister_personnel }
			cp:minister_personnel = {
				save_scope_as = steward
			}
		}
		else_if = {
			limit = { any_vassal = { count > 0 } }
			random_vassal = {
				weight = {
					base = 1
					modifier = {
						has_same_government = liege
						add = 5
					}
					modifier = {
						vassal_contract_has_flag = celestial_civil_appointment
						add = 20
					}
				}
				
				save_scope_as = steward
			}
		}
		
		# If we have a character, let's find their preferred budget
		if = {
			limit = {
				exists = scope:steward
				government_has_flag = government_is_celestial
			}
			random_list = {
				10 = {
					trigger = {
						prefers_salary_favored_budget_trigger = { CHARACTER = scope:steward }
					}
					save_scope_as = salary_budget
				}
				10 = {
					trigger = {
						prefers_ministry_favored_budget_trigger = { CHARACTER = scope:steward }
					}
					save_scope_as = ministry_budget
				}
				10 = {
					trigger = {
						prefers_military_favored_budget_trigger = { CHARACTER = scope:steward }
					}
					save_scope_as = military_budget
				}
				10 = {
					trigger = {
						prefers_hegemon_favored_budget_trigger = { CHARACTER = scope:steward }
					}
					save_scope_as = hegemon_budget
				}
			}
		}
		else_if = {
			limit = { exists = scope:steward }
			random_list = {
				10 = {
					trigger = {
						prefers_salary_favored_budget_trigger = { CHARACTER = scope:steward }
					}
					save_scope_as = meritocratic_salary_budget
				}
				10 = {
					trigger = {
						prefers_military_favored_budget_trigger = { CHARACTER = scope:steward }
					}
					save_scope_as = meritocratic_military_budget
				}
			}
		}
	}

	option = { # Set a budget
		name = tgp_china_ministry.0100.a
		
		# You get to pick a specific budget suggestion
		if = {
			limit = { is_ai = no }
			custom_tooltip =  tgp_china_ministry.0100.a_tooltip
			trigger_event = tgp_china_ministry.0101
		}
		else = {
			if = { # Salary favored budget
				limit = {
					government_has_flag = government_is_celestial
					prefers_salary_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
				}
				tgp_treasury_enact_salary_budget_effect = yes
			}
			else_if = { # Ministry favored budget
				limit = {
					government_has_flag = government_is_celestial
					prefers_ministry_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
				}
				tgp_treasury_enact_ministry_budget_effect = yes
			}
			else_if = { # Military favored budget
				limit = {
					government_has_flag = government_is_celestial
					prefers_military_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
				}
				tgp_treasury_enact_military_budget_effect = yes
			}
			else_if = { # Hegemon favored budget
				limit = {
					government_has_flag = government_is_celestial
					prefers_hegemon_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
				}
				tgp_treasury_enact_hegemon_budget_effect = yes
			}
			else_if = { # If no preference exists, pick a balanced budget
				limit = {
					government_has_flag = government_is_celestial
				}
				tgp_treasury_enact_balanced_budget_effect = yes
			}
			# Non-Celestial
			else_if = { # Salary favored budget
				limit = {
					prefers_salary_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
				}
				tgp_treasury_enact_meritocratic_salary_budget_effect = yes
			}
			else_if = { # Military favored budget
				limit = {
					prefers_military_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
				}
				tgp_treasury_enact_meritocratic_military_budget_effect = yes
			}
			else = { # If no preference exists, pick a balanced budget
				tgp_treasury_enact_meritocratic_balanced_budget_effect = yes
			}
		}
		
		ai_chance = {
			base = 0
		}
	}

	option = { # Keep the existing budget
		name = tgp_china_ministry.0100.b
		
		enact_treasury_budgets_no_costs = yes
		
		ai_chance = {
			base = 0
		}
	}

	option = { # Let the minister handle the budget for you
		trigger = {
			exists = scope:steward
		}
		name = tgp_china_ministry.0100.c
		
		# The minister will pick a suitable budget
		# Celestial
		if = { # Salary favored budget
			limit = {
				exists = scope:salary_budget
			}
			tgp_treasury_enact_salary_budget_effect = yes
		}
		else_if = { # Ministry favored budget
			limit = {
				exists = scope:ministry_budget
			}
			tgp_treasury_enact_ministry_budget_effect = yes
		}
		else_if = { # Military favored budget
			limit = {
				exists = scope:military_budget
			}
			tgp_treasury_enact_military_budget_effect = yes
		}
		else_if = { # Hegemon favored budget
			limit = {
				exists = scope:hegemon_budget
			}
			tgp_treasury_enact_hegemon_budget_effect = yes
		}
		else_if = { # If no preference exists, pick a balanced budget
			limit = {
				government_has_flag = government_is_celestial
			}
			tgp_treasury_enact_balanced_budget_effect = yes
		}
		# Non-Celestial
		else_if = { # Salary favored budget
			limit = {
				exists = scope:meritocratic_salary_budget
			}
			tgp_treasury_enact_meritocratic_salary_budget_effect = yes
		}
		else_if = { # Military favored budget
			limit = {
				exists = scope:meritocratic_military_budget
			}
			tgp_treasury_enact_meritocratic_military_budget_effect = yes
		}
		else = { # If no preference exists, pick a balanced budget
			tgp_treasury_enact_meritocratic_balanced_budget_effect = yes
		}
		
		ai_chance = {
			base = 100
		}
	}
}

# Pick which budget to enact
tgp_china_ministry.0101 = {
	type = character_event
	title = tgp_china_ministry.0100.t
	desc = tgp_china_ministry.0101.desc
	theme = stewardship
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { 
				exists = scope:steward 
				government_has_flag = government_is_celestial
			}
			animation = emperor
		}
		triggered_animation = {
			trigger = { 
				exists = scope:steward 
				government_has_flag = government_is_administrative
			}
			animation = acknowledging
		}
		triggered_animation = {
			trigger = { 
				exists = scope:steward 
				government_has_flag = government_is_japan_administrative
			}
			animation = fanning
		}
		animation = steward
	}
	right_portrait = {
		character = scope:steward
		animation = stressed_teacher
	}

	option = { # Salary budget
		trigger = {
			government_has_flag = government_is_celestial
		}
		name = tgp_china_ministry.0101.a
		
		flavor = tgp_treasury_enact_salary_budget_info_desc
		tgp_treasury_enact_salary_budget_effect = yes
	}

	option = { # Ministry budget
		trigger = {
			government_has_flag = government_is_celestial
		}
		name = tgp_china_ministry.0101.b
		
		flavor = tgp_treasury_enact_ministry_budget_info_desc
		tgp_treasury_enact_ministry_budget_effect = yes
	}

	option = { # Military budget
		trigger = {
			government_has_flag = government_is_celestial
		}
		name = tgp_china_ministry.0101.c
		
		flavor = tgp_treasury_enact_military_budget_info_desc
		tgp_treasury_enact_military_budget_effect = yes
	}

	option = { # Hegemon budget
		trigger = {
			government_has_flag = government_is_celestial
		}
		name = tgp_china_ministry.0101.d
		
		flavor = tgp_treasury_enact_hegemon_budget_info_desc
		tgp_treasury_enact_hegemon_budget_effect = yes
	}

	option = { # Balanced budget
		trigger = {
			government_has_flag = government_is_celestial
		}
		name = tgp_china_ministry.0101.e
		
		flavor = tgp_treasury_enact_balanced_budget_info_desc
		tgp_treasury_enact_balanced_budget_effect = yes
	}

	option = { # Meritocratic - Salary budget
		trigger = {
			NOT = { government_has_flag = government_is_celestial }
		}
		name = tgp_china_ministry.0101.a
		
		flavor = tgp_treasury_enact_salary_budget_info_desc
		tgp_treasury_enact_meritocratic_salary_budget_effect = yes
	}

	option = { # Meritocratic - Military budget
		trigger = {
			NOT = { government_has_flag = government_is_celestial }
		}
		name = tgp_china_ministry.0101.c
		
		flavor = tgp_treasury_enact_military_budget_info_desc
		tgp_treasury_enact_meritocratic_military_budget_effect = yes
	}

	option = { # Meritocratic - Balanced budget
		trigger = {
			NOT = { government_has_flag = government_is_celestial }
		}
		name = tgp_china_ministry.0101.e
		
		flavor = tgp_treasury_enact_balanced_budget_info_desc
		tgp_treasury_enact_meritocratic_balanced_budget_effect = yes
	}
}

# The minister of revenue brings a budget suggestion
tgp_china_ministry.0200 = {
	type = character_event
	title = tgp_china_ministry.0200.t
	desc = {
		desc = tgp_china_ministry.0200.desc
	}
	
	theme = stewardship
	
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				stewardship >= 10
			}
  			animation = chancellor
  		}
		animation = boredom
	}
	right_portrait = {
		character = scope:minister_of_revenue
		animation = holding_scrolls
	}
	
	immediate = {
		# If we want to increase a single budget category, let's pick something to lower
		if = {
			limit = { exists = scope:budget_suggestion_salary_increase }
			if = {
				limit = {
					NOT = { realm_law_group_at_minimum_level = budget_allocation_military_law }
				}
				save_scope_as = budget_increase_salary_decrease_military
			}
			else_if = {
				limit = {
					NOT = { realm_law_group_at_minimum_level = budget_allocation_ministry_law }
				}
				save_scope_as = budget_increase_salary_decrease_ministry
			}
			else = {
				save_scope_as = budget_increase_salary_no_decrease
			}
		}
		if = {
			limit = { exists = scope:budget_suggestion_ministry_increase }
			if = {
				limit = {
					NOT = { realm_law_group_at_minimum_level = budget_allocation_military_law }
				}
				save_scope_as = budget_increase_ministry_decrease_military
			}
			else_if = {
				limit = {
					NOT = { realm_law_group_at_minimum_level = budget_allocation_salary_law }
				}
				save_scope_as = budget_increase_ministry_decrease_salary
			}
			else = {
				save_scope_as = budget_increase_ministry_no_decrease
			}
		}
		if = {
			limit = { exists = scope:budget_suggestion_military_increase }
			if = {
				limit = {
					NOT = { realm_law_group_at_minimum_level = budget_allocation_ministry_law }
				}
				save_scope_as = budget_increase_military_decrease_ministry
			}
			else_if = {
				limit = {
					NOT = { realm_law_group_at_minimum_level = budget_allocation_salary_law }
				}
				save_scope_as = budget_increase_military_decrease_salary
			}
			else = {
				save_scope_as = budget_increase_military_no_decrease
			}
		}
	}
	
	option = { # Excellent. Let's put this budget into effect immediately.
		name = tgp_china_ministry.0200.a
		
		switch = {
			trigger = exists
			# Suggested budget templates
			scope:budget_suggestion_salary_template = {
				tgp_treasury_enact_salary_budget_effect = yes
			}
			scope:budget_suggestion_ministry_template = {
				tgp_treasury_enact_ministry_budget_effect = yes
			}
			scope:budget_suggestion_military_template = {
				tgp_treasury_enact_military_budget_effect = yes
			}
			scope:budget_suggestion_hegemon_template = {
				tgp_treasury_enact_hegemon_budget_effect = yes
			}
			scope:budget_suggestion_balanced_template = {
				tgp_treasury_enact_balanced_budget_effect = yes
			}
			# Suggested minor edits
			# Salary
			scope:budget_increase_salary_decrease_military = {
				change_realm_law_level = { law_group = budget_allocation_salary_law change = 1 }
				change_realm_law_level = { law_group = budget_allocation_military_law change = -1 }
				enact_treasury_budgets_no_costs = yes
			}
			scope:budget_increase_salary_decrease_ministry = {
				change_realm_law_level = { law_group = budget_allocation_salary_law change = 1 }
				change_realm_law_level = { law_group = budget_allocation_ministry_law change = -1 }
				enact_treasury_budgets_no_costs = yes
			}
			scope:budget_increase_salary_no_decrease = {
				change_realm_law_level = { law_group = budget_allocation_salary_law change = 1 }
				enact_treasury_budgets_no_costs = yes
			}
			# Ministry
			scope:budget_increase_ministry_decrease_military = {
				change_realm_law_level = { law_group = budget_allocation_ministry_law change = 1 }
				change_realm_law_level = { law_group = budget_allocation_military_law change = -1 }
				enact_treasury_budgets_no_costs = yes
			}
			scope:budget_increase_ministry_decrease_salary = {
				change_realm_law_level = { law_group = budget_allocation_ministry_law change = 1 }
				change_realm_law_level = { law_group = budget_allocation_salary_law change = -1 }
				enact_treasury_budgets_no_costs = yes
			}
			scope:budget_increase_ministry_no_decrease = {
				change_realm_law_level = { law_group = budget_allocation_ministry_law change = 1 }
				enact_treasury_budgets_no_costs = yes
			}
			# Military
			scope:budget_increase_military_decrease_ministry = {
				change_realm_law_level = { law_group = budget_allocation_military_law change = 1 }
				change_realm_law_level = { law_group = budget_allocation_ministry_law change = -1 }
				enact_treasury_budgets_no_costs = yes
			}
			scope:budget_increase_military_decrease_salary = {
				change_realm_law_level = { law_group = budget_allocation_military_law change = 1 }
				change_realm_law_level = { law_group = budget_allocation_salary_law change = -1 }
				enact_treasury_budgets_no_costs = yes
			}
			scope:budget_increase_military_no_decrease = {
				change_realm_law_level = { law_group = budget_allocation_military_law change = 1 }
				enact_treasury_budgets_no_costs = yes
			}
		}
		
		# Notify the minister
		scope:minister_of_revenue = {
			send_interface_toast = {
				type = event_toast_text_and_effect_good
				title = tgp_china_ministry.0200.toast_t_success
				desc = tgp_china_ministry.0200.toast_desc_success
				left_icon = root
				
				change_merit = major_merit_gain
				add_prestige = major_prestige_gain
			}
		}

		ai_chance = {
			base = 75
			
			# General modifiers
			opinion_modifier = {
				opinion_target = scope:minister_of_revenue
				multiplier = 0.5
			}
			modifier = {
				add = 100
				has_trait = lazy
			}
			modifier = {
				add = 50
				has_trait = content
			}
			modifier = {
				add = 50
				has_trait = fickle
			}
			modifier = {
				add = 25
				has_trait = humble
			}
			modifier = {
				add = 50
				stress_level > 0
			}
			
			# Does the AI like the specific suggestion?
			modifier = {
				add = 50
				OR = {
					exists = scope:budget_suggestion_salary_template
					exists = scope:budget_increase_salary_decrease_military
					exists = scope:budget_increase_salary_decrease_ministry
					exists = scope:budget_increase_salary_no_decrease
				}
				prefers_salary_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
			}
			modifier = {
				add = 50
				exists = scope:budget_suggestion_ministry_template
				OR = {
					exists = scope:budget_suggestion_ministry_template
					exists = scope:budget_increase_ministry_decrease_military
					exists = scope:budget_increase_ministry_decrease_salary
					exists = scope:budget_increase_ministry_no_decrease
				}
				prefers_ministry_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
			}
			modifier = {
				add = 50
				exists = scope:budget_suggestion_military_template
				OR = {
					exists = scope:budget_suggestion_military_template
					exists = scope:budget_increase_military_decrease_ministry
					exists = scope:budget_increase_military_decrease_salary
					exists = scope:budget_increase_military_no_decrease
				}
				prefers_military_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
			}
			modifier = {
				add = 50
				exists = scope:budget_suggestion_hegemon_template
				prefers_hegemon_favored_budget_trigger = { CHARACTER = scope:treasury_ruler }
			}
		}
	}
	
	option = { # I'm afraid I have other plans for the treasury.
		name = tgp_china_ministry.0200.b
		
		scope:minister_of_revenue = {
			add_opinion = {
				modifier = disappointed_opinion
				target = root
				opinion = -20
			}
			
			# Notify the minister
			send_interface_toast = {
				type = event_toast_text_bad
				title = tgp_china_ministry.0200.toast_t_failure
				desc = tgp_china_ministry.0200.toast_desc_failure
				left_icon = root
			}
		}
		
		ai_chance = {
			base = 50
			
			opinion_modifier = {
				opinion_target = scope:minister_of_revenue
				multiplier = -0.5
			}
			modifier = {
				add = 50
				has_trait = paranoid
			}
			modifier = {
				add = 50
				has_trait = ambitious
			}
			modifier = {
				add = 25
				has_trait = eccentric
			}
			modifier = {
				add = 20
				has_trait = diligent
			}
			modifier = {
				factor = 0
				stewardship < 5
			}
			modifier = {
				factor = 0
				has_trait = trusting
			}
		}
	}
}

# Honors Bestowed
tgp_china_ministry.1000 = {
	type = character_event
	title = tgp_china_ministry.1000.t
	desc = tgp_china_ministry.1000.desc
	window = big_event_window
	override_background = { reference = tgp_asia_throne_room }
	theme = merit
	left_portrait = {
		character = root
		animation = prostration
		camera = shop_camera_baby_angle_90
	}
	right_portrait = {
		character = scope:huangdi
		animation = emperor
		camera = shop_camera_baby_angle_300
	}
	widget = { gui = event_window_widget_vfx_godray container = foreground_shader_vfx_container }

	immediate = {
		top_liege = {
			save_scope_as = huangdi
		}
	}

	option = {
		name = tgp_china_ministry.1000.a
		reverse_add_opinion = {
			target = root.top_liege
			modifier = honorable_opinion
			opinion = 50
		}
		add_character_modifier = tgp_personal_honors_modifier
#		if = {
#			limit = {
#				has_title = title:e_minister_chancellor
#			}
#			house = {
#				add_house_modifier = tgp_e_minister_chancellor_modifier
#			}
#		}
#		else_if = {
#			limit = {
#				has_title = title:e_minister_censor
#			}
#			house = {
#				add_house_modifier = tgp_e_minister_censor_modifier
#			}
#		}
#		else_if = {
#			limit = {
#				has_title = title:e_minister_grand_marshal
#			}
#			house = {
#				add_house_modifier = tgp_e_minister_grand_marshal_modifier
#			}
#		}
#		else_if = {
#			limit = {
#				has_title = title:e_minister_of_personnel
#			}
#			house = {
#				add_house_modifier = tgp_e_minister_of_personnel_modifier
#			}
#		}
#		else_if = {
#			limit = {
#				has_title = title:e_minister_of_revenue
#			}
#			house = {
#				add_house_modifier = tgp_e_minister_of_revenue_modifier
#			}
#		}
#		else_if = {
#			limit = {
#				has_title = title:e_minister_of_rites
#			}
#			house = {
#				add_house_modifier = tgp_e_minister_of_rites_modifier
#			}
#		}
#		else_if = {
#			limit = {
#				has_title = title:e_minister_of_war
#			}
#			house = {
#				add_house_modifier = tgp_e_minister_of_war_modifier
#			}
#		}
#		else_if = {
#			limit = {
#				has_title = title:e_minister_of_justice
#			}
#			house = {
#				add_house_modifier = tgp_e_minister_of_justice_modifier
#			}
#		}
#		else_if = {
#			limit = {
#				has_title = title:e_minister_of_works
#			}
#			house = {
#				add_house_modifier = tgp_e_minister_of_works_modifier
#			}
#		}
		dynasty = { add_dynasty_prestige = 2000 }
	}
}
