##########################
# GOVERNOR CONTRACT EVENTS
##########################
namespace = tgp_governor_contract_event

### Jail Inspection

tgp_governor_contract_event.0010 = {
	type = character_event
	title = tgp_governor_contract_event.0010.t
	desc = tgp_governor_contract_event.0010.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = pondering
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = jail_inspection
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = jail_inspection_destination
			}
		}
	}

	option = {
		name = tgp_governor_contract_event.0010.a

		custom_tooltip = tgp_governor_contract_event.0010.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:jail_inspection_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0001
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0010.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0001 = {
	type = character_event
	title = tgp_governor_contract_event.0001.t
	desc = tgp_governor_contract_event.0001.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:sick_prisoner
		animation = prisondungeon
	}
	override_background = {
		reference = dungeon
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = jail_inspection
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }

		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			trait = pneumonic
			trait = murderer
			save_scope_as = sick_prisoner
		}
	}

	option = { # Special governor trait option
		name = tgp_governor_contract_event.0001.a
		trigger = {
			has_trait = governor # To show that the trait unlocks the option
			exists = scope:governance_option_a
		}
		scope:ongoing_contract = {
			complete_task_contract = renovate_jail
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0001.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = improve_their_conditions
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
				ai_honor = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0001.c
		trigger = { exists = scope:governance_option_c }
		scope:ongoing_contract = {
			complete_task_contract = pardon_some_of_them
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0001.d
		trigger = { exists = scope:governance_option_d }
		scope:ongoing_contract = {
			complete_task_contract = beat_the_complainers
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0001.e
		trigger = {
			exists = scope:governance_option_e
		}
		scope:ongoing_contract = {
			complete_task_contract = convict_labor
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
			}
		}
	}
	after = {
  		hidden_effect = {
			scope:sick_prisoner ?= {
				silent_disappearance_effect = yes
 			}
 		}
	}
}

# Potent Physick

tgp_governor_contract_event.0011 = {
	type = character_event
	title = tgp_governor_contract_event.0011.t
	desc = tgp_governor_contract_event.0011.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = pondering
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = potent_physick
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = potent_physick_destination
			}
		}
	}

	option = {
		name = tgp_governor_contract_event.0011.a

		custom_tooltip = tgp_governor_contract_event.0011.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:potent_physick_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0002
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0011.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0002 = {
	type = character_event
	title = tgp_governor_contract_event.0002.t
	desc = tgp_governor_contract_event.0002.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = personality_cynical
	}
	right_portrait = {
		character = scope:snake_oil_peddler
		animation = personality_greedy
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = potent_physick
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = good_merchant_template
			faith = scope:ongoing_destination.faith
			culture = scope:ongoing_destination.culture
			location = scope:task_contract.task_contract_location
			trait = greedy
			save_scope_as = snake_oil_peddler
		}
		save_court_physician_as_effect = { SCOPE_NAME = physician }
	}

	option = { # Special governor trait option
		name = tgp_governor_contract_event.0002.a
		trigger = {
			has_trait = governor # To show that the trait unlocks the option
			exists = scope:governance_option_a
		}
		scope:ongoing_contract = {
			complete_task_contract = emergency_appropriation
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0002.b
		trigger = { exists = scope:governance_option_b }
		duel = {
			skills = { diplomacy intrigue }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0002.b.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = licensing_issue
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0002.b.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_licensing_issue
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0002.c
		trigger = { exists = scope:governance_option_c }
		scope:ongoing_contract = {
			complete_task_contract = begone_quack
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0002.d
		trigger = {
			exists = scope:governance_option_d
		}
		scope:ongoing_contract = {
			complete_task_contract = hire_the_quack
		}
		if = {
			limit = {
				exists = scope:physician
			}
		 	revoke_court_position = {
		 		recipient = scope:physician
				court_position = court_physician_court_position
		 	}
		}
		add_courtier = scope:snake_oil_peddler
		court_position_grant_effect = {
			EMPLOYER = root
			POS = court_physician
			CANDIDATE = scope:snake_oil_peddler
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0002.e
		trigger = { exists = scope:governance_option_e }
		scope:ongoing_contract = {
			complete_task_contract = down_the_hatch
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
			}
		}
	}
	after = {
		scope:snake_oil_peddler ?= {
			if = {
				limit = {
					NOT = { is_courtier_of = root }
				}
 				silent_disappearance_effect = yes
			}
		}
	}
}

# Irregular Accounting

tgp_governor_contract_event.0012 = {
	type = character_event
	title = tgp_governor_contract_event.0012.t
	desc = tgp_governor_contract_event.0012.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = pondering
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = irregular_accounting
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = irregular_accounting_destination
			}
		}
	}

	option = {
		name = tgp_governor_contract_event.0012.a

		custom_tooltip = tgp_governor_contract_event.0012.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:irregular_accounting_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0003
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0012.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0003 = {
	type = character_event
	title = tgp_governor_contract_event.0003.t
	desc = tgp_governor_contract_event.0003.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:dubious_tax_agent
		animation = personality_greedy
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = irregular_accounting
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			trait = deceitful
			trait = greedy
			trait = ambitious
			save_scope_as = dubious_tax_agent
		}
	}

	option = { # Special governor trait option
		name = tgp_governor_contract_event.0003.a
		trigger = {
			has_trait = governor # To show that the trait unlocks the option
			exists = scope:governance_option_a
		}
		scope:ongoing_contract = {
			complete_task_contract = confiscation_and_incarceration
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0003.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = recruit_embezzler
		}
		if = {
			limit = {
				can_recruit_character_to_court_trigger = {
					RECRUITER = root
					RECRUITEE = scope:dubious_tax_agent
				}
				scope:dubious_tax_agent ?= {
					NOT = { is_courtier_of = root }
				}
			}
			add_courtier = scope:dubious_tax_agent
		}
		ai_chance = {
			base = 100
			modifier = {
				has_trait = diligent
				add = -20
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0003.c
		trigger = { exists = scope:governance_option_c }
		scope:ongoing_contract = {
			complete_task_contract = cover_up
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = -1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0003.d
		trigger = { exists = scope:governance_option_d }
		scope:ongoing_contract = {
			complete_task_contract = into_your_pocket
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0003.e
		trigger = { exists = scope:governance_option_e }
		duel = {
			skills = { stewardship intrigue }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0003.e.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = continue_the_charade
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0003.e.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_continue_the_charade
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1.5
			}
		}
	}
	after = {
		scope:dubious_tax_agent ?= {
			if = {
				limit = {
					NOT = { is_courtier_of = root }
				}
 				silent_disappearance_effect = yes
			}
		}
	}
}

# SALT SMUGGLERS

tgp_governor_contract_event.0013 = {
	type = character_event
	title = tgp_governor_contract_event.0013.t
	desc = tgp_governor_contract_event.0013.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = pondering
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = salt_smugglers
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = salt_smugglers_destination
			}
		}
	}

	option = {
		name = tgp_governor_contract_event.0013.a

		custom_tooltip = tgp_governor_contract_event.0013.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:salt_smugglers_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0004
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0013.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0004 = {
	type = character_event
	title = tgp_governor_contract_event.0004.t
	desc = tgp_governor_contract_event.0004.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:salt_smuggler
		animation = prisonhouse
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = salt_smugglers
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			save_scope_as = salt_smuggler
		}
	}

	option = { # Special governor trait option
		name = tgp_governor_contract_event.0004.a
		trigger = {
			has_trait = governor # To show that the trait unlocks the option
			exists = scope:governance_option_a
		}
		scope:ongoing_contract = {
			complete_task_contract = execute_smuggler
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0004.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = cut_a_deal
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0004.c
		trigger = { exists = scope:governance_option_c }
		duel = {
			skills = { martial intrigue }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0004.c.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = interrogate_smuggler
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0004.c.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_interrogate_smuggler
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0004.d
		trigger = { exists = scope:governance_option_d }
		duel = {
			skills = { diplomacy intrigue }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0004.d.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = a_cut_of_the_take
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0004.d.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_a_cut_of_the_take
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
				ai_honor = -1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0004.e
		trigger = { exists = scope:governance_option_e }
		scope:ongoing_contract = {
			complete_task_contract = recruit_smuggler
		}
		if = {
			limit = {
				can_recruit_character_to_court_trigger = {
					RECRUITER = root
					RECRUITEE = scope:salt_smuggler
				}
				scope:salt_smuggler ?= {
					NOT = { is_courtier_of = root }
				}
			}
			add_courtier = scope:salt_smuggler
		}
		ai_chance = {
			base = 100
			modifier = {
				has_trait = diligent
				add = -20
			}
		}
	}
	after = {
		scope:salt_smuggler ?= {
			if = {
				limit = {
					NOT = { is_courtier_of = root }
				}
 				silent_disappearance_effect = yes
			}
		}
	}
}

# Hoarding Grain

tgp_governor_contract_event.0014 = {
	type = character_event
	title = tgp_governor_contract_event.0014.t
	desc = tgp_governor_contract_event.0014.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = pondering
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = hoarding_grain
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = hoarding_grain_destination
			}
		}
	}

	option = {
		name = tgp_governor_contract_event.0014.a

		custom_tooltip = tgp_governor_contract_event.0014.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:hoarding_grain_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0005
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0014.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0005 = {
	type = character_event
	title = tgp_governor_contract_event.0005.t
	desc = tgp_governor_contract_event.0005.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = personality_rational
	}
	right_portrait = {
		character = scope:grain_hoarding_local_notable
		animation = anger
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = hoarding_grain
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			save_scope_as = grain_hoarding_local_notable
		}
	}

	option = { # Special governor trait option
		name = tgp_governor_contract_event.0005.a
		trigger = {
			has_trait = governor # To show that the trait unlocks the option
			exists = scope:governance_option_a
		}
		scope:ongoing_contract = {
			complete_task_contract = release_the_grain
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0005.b
		trigger = { exists = scope:governance_option_b }
		duel = {
			skills = { diplomacy }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0005.b.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = shame_them
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0005.b.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_shame_them
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0005.c
		trigger = { exists = scope:governance_option_c }
		duel = {
			skills = { diplomacy martial }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0005.c.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = intimidate_them
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0005.c.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_intimidate_them
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0005.d
		trigger = { exists = scope:governance_option_d }
		scope:ongoing_contract = {
			complete_task_contract = purchase_grain_yourself
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0005.e
		trigger = { exists = scope:governance_option_e }
		scope:ongoing_contract = {
			complete_task_contract = bribe_with_offices
		}
		if = {
			limit = {
				can_recruit_character_to_court_trigger = {
					RECRUITER = root
					RECRUITEE = scope:grain_hoarding_local_notable
				}
				scope:grain_hoarding_local_notable ?= {
					NOT = { is_courtier_of = root }
				}
			}
			add_courtier = scope:grain_hoarding_local_notable
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = -1
			}
		}
	}
	after = {
		scope:grain_hoarding_local_notable ?= {
			if = {
				limit = {
					NOT = { is_courtier_of = root }
				}
 				silent_disappearance_effect = yes
			}
		}
	}
}

# Doddering Magistrate

tgp_governor_contract_event.0015 = {
	type = character_event
	title = tgp_governor_contract_event.0015.t
	desc = tgp_governor_contract_event.0015.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = pondering
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = doddering_magistrate
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = doddering_magistrate_destination
			}
		}
	}

	option = {
		name = tgp_governor_contract_event.0015.a

		custom_tooltip = tgp_governor_contract_event.0015.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:doddering_magistrate_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0006
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0015.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0006 = {
	type = character_event
	title = tgp_governor_contract_event.0006.t
	desc = tgp_governor_contract_event.0006.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = boredom
	}
	right_portrait = {
		character = scope:elderly_magistrate
		animation = personality_honorable
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = doddering_magistrate
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			save_scope_as = elderly_magistrate
			age = { 80 90 }
			trait = stubborn
		}
	}

	option = { # Special governor trait option
		name = tgp_governor_contract_event.0006.a
		trigger = {
			has_trait = governor # To show that the trait unlocks the option
			exists = scope:governance_option_a
		}
		scope:ongoing_contract = {
			complete_task_contract = appoint_substitute
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0006.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = force_him_out
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_compassion = -1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0006.c
		trigger = { exists = scope:governance_option_c }
		scope:ongoing_contract = {
			complete_task_contract = promote_somewhere_harmless
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0006.d
		trigger = { exists = scope:governance_option_d }
		scope:ongoing_contract = {
			complete_task_contract = let_him_continue
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0006.e
		trigger = { exists = scope:governance_option_e }
		scope:ongoing_contract = {
			complete_task_contract = demote_him
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_compassion = -1
			}
		}
	}
	after = {
		scope:elderly_magistrate ?= {
			if = {
				limit = {
					NOT = { is_courtier_of = root }
				}
 				silent_disappearance_effect = yes
			}
		}
	}
}

# Tax Exemption Petition

tgp_governor_contract_event.0007 = {
	type = character_event
	title = tgp_governor_contract_event.0007.t
	desc = tgp_governor_contract_event.0007.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = personality_rational
	}
	right_portrait = {
		character = scope:village_elder
		animation = beg
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = burdensome_taxes
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			save_scope_as = village_elder
			age = 70
		}
	}

	option = { # Special governor trait option
		name = tgp_governor_contract_event.0007.a
		trigger = {
			has_trait = governor # To show that the trait unlocks the option
			exists = scope:governance_option_a
		}
		duel = {
			skills = { stewardship }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0007.a.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = revise_tax_assessment
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0007.a.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_revise_tax_assessment
				}
			}
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0007.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = waive_their_taxes
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0007.c
		trigger = { exists = scope:governance_option_c }
		scope:ongoing_contract = {
			complete_task_contract = pay_it_yourself
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
				ai_compassion = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0007.d
		trigger = { exists = scope:governance_option_d }
		scope:ongoing_contract = {
			complete_task_contract = delayed_taxes
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 0.5
				ai_rationality = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0007.e
		trigger = { exists = scope:governance_option_e }
		scope:ongoing_contract = {
			complete_task_contract = imprison_debtors
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 1
			}
		}
	}
	after = {
		scope:village_elder ?= {
 			silent_disappearance_effect = yes
		}
	}
}

# Unsafe Highways
tgp_governor_contract_event.0008 = {
	type = character_event
	title = tgp_governor_contract_event.0008.t
	desc = tgp_governor_contract_event.0008.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = personality_content
	}
	right_portrait = {
		character = scope:fearful_merchant
		animation = stress
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = unsafe_highways
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = unsafe_highways_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			save_scope_as = fearful_merchant
			trait = craven
			trait = greedy
		}
	}

	option = { # Special governor trait option
		name = tgp_governor_contract_event.0008.a
		trigger = {
			has_trait = governor # To show that the trait unlocks the option
			exists = scope:governance_option_a
		}
		scope:ongoing_contract = {
			complete_task_contract = merchant_funded_government_escort
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0008.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = send_out_the_patrols
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0008.c
		trigger = { exists = scope:governance_option_c }
		duel = {
			skills = { diplomacy }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0008.c.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = talk_them_into_bodyguards
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0008.c.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_talk_them_into_bodyguards
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0008.d
		trigger = { exists = scope:governance_option_d }
		duel = {
			skills = { diplomacy intrigue }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0008.d.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = threaten_with_sanctions
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0008.d.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_threaten_with_sanctions
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0008.e
		trigger = { exists = scope:governance_option_e }
		duel = {
			skills = { diplomacy stewardship }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0008.e.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = entice_with_promises
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0008.e.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_entice_with_promises
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
				ai_compassion = 1
			}
		}
	}
	after = {
		scope:fearful_merchant ?= {
			if = {
				limit = {
					NOT = { is_courtier_of = root }
				}
 				silent_disappearance_effect = yes
			}
		}
	}
}

# Dam in Disrepair
tgp_governor_contract_event.0009 = {
	type = character_event
	title = tgp_governor_contract_event.0009.t
	desc = tgp_governor_contract_event.0009.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = worry
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = dam_in_disrepair
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = dam_in_disrepair_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
	}

	option = { # Special governor trait option
		name = tgp_governor_contract_event.0009.a
		trigger = {
			has_trait = governor # To show that the trait unlocks the option
			exists = scope:governance_option_a
		}
		scope:ongoing_contract = {
			complete_task_contract = conscientious_mobilization
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0009.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = forced_labor
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
				ai_compassion = -1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0009.c
		trigger = { exists = scope:governance_option_c }
		duel = {
			skills = { diplomacy intrigue }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0009.c.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = compel_the_wealthy
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0009.c.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_compel_the_wealthy
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_sociability = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0009.d
		trigger = { exists = scope:governance_option_d }
		scope:ongoing_contract = {
			complete_task_contract = personal_contribution
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
				ai_compassion = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0009.e
		trigger = { exists = scope:governance_option_e }
		duel = {
			skills = { stewardship diplomacy }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0009.e.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = requisition_state_resources
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0009.e.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_requisition_state_resources
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
}

# Lines in the Soil

tgp_governor_contract_event.0020 = {
	type = character_event
	title = tgp_governor_contract_event.0020.t
	desc = tgp_governor_contract_event.0020.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = thinking
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = lines_in_the_soil
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = lines_in_the_soil_destination
			}
		}
	}

	option = {
		name = tgp_governor_contract_event.0020.a

		custom_tooltip = tgp_governor_contract_event.0020.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:lines_in_the_soil_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0021
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0020.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0021 = {
	type = character_event
	title = tgp_governor_contract_event.0021.t
	desc = tgp_governor_contract_event.0021.desc
	theme = administrative
	left_portrait = {
		character = scope:quarrelling_landowner_one
		animation = anger
	}
	right_portrait = {
		character = scope:quarrelling_landowner_two
		animation = rage
	}
	lower_left_portrait = {
		character = root
	}
	override_background = {
		reference = dungeon
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = lines_in_the_soil
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = lines_in_the_soil_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = quarrelling_landowner_one
			trait = greedy
			trait = stubborn
		}
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = quarrelling_landowner_two
			trait = greedy
			trait = stubborn
		}
	}
	option = {
		name = tgp_governor_contract_event.0021.a
		trigger = {
			exists = scope:governance_option_a
			has_trait = governor # To show that the trait unlocks the option
		}
		scope:ongoing_contract = {
			complete_task_contract = land_resurvey
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0021.b
		trigger = { exists = scope:governance_option_b }
		duel = {
			skills = { diplomacy }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0021.b.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = consult_archives
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0021.b.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_consult_archives
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0021.c
		trigger = { exists = scope:governance_option_c }
		scope:ongoing_contract = {
			complete_task_contract = split_the_land
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0021.d
		trigger = { exists = scope:governance_option_d }
		duel = {
			skills = { diplomacy }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0021.d.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = purchase_claims
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0021.d.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_purchase_claims
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
				ai_sociability = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0021.e
		trigger = { exists = scope:governance_option_e }
		scope:ongoing_contract = {
			complete_task_contract = declare_state_property
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
			}
		}
	}
	after = {
  		hidden_effect = {
			scope:quarrelling_landowner_one ?= {
				silent_disappearance_effect = yes
 			}
 			scope:quarrelling_landowner_two ?= {
				silent_disappearance_effect = yes
 			}
 		}
	}
}

# Fraud in Broad Daylight

tgp_governor_contract_event.0022 = {
	type = character_event
	title = tgp_governor_contract_event.0022.t
	desc = tgp_governor_contract_event.0022.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:reporting_councillor
		animation =  worry
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = fraud_in_broad_daylight
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = fraud_in_broad_daylight_destination
			}
		}
		random_councillor = {
			limit = {
				is_available = yes
			}
			save_scope_as = reporting_councillor
		}
	}

	option = {
		name = tgp_governor_contract_event.0022.a

		custom_tooltip = tgp_governor_contract_event.0022.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:fraud_in_broad_daylight_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0023
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0022.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0023 = {
	type = character_event
	title = tgp_governor_contract_event.0023.t
	desc = tgp_governor_contract_event.0023.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = disapproval
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = fraud_in_broad_daylight
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
	}
	option = {
		name = tgp_governor_contract_event.0023.a
		trigger = {
			exists = scope:governance_option_a
			has_trait = governor # To show that the trait unlocks the option
		}
		scope:ongoing_contract = {
			complete_task_contract = goods_inspection
		}
		ai_chance = {
			base = 100
		}
	}
	option = {
		name = tgp_governor_contract_event.0023.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = reward_for_information
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0023.c
		trigger = { exists = scope:governance_option_b }
		duel = {
			skills = { intrigue }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0023.c.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = undercover_clerks
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0023.c.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_undercover_clerks
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}

		}
	}
	option = {
		name = tgp_governor_contract_event.0023.d
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = merchant_association
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0023.e
		trigger = { exists = scope:governance_option_b }
		duel = {
			skills = { martial intrigue }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0023.e.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = surprise_raid
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0023.e.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_surprise_raid
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = -1
				ai_boldness = 1
			}
		}
	}
	after = {
  		hidden_effect = {
			scope:merchant_magnate ?= {
				silent_disappearance_effect = yes
 			}
 		}
	}
}

# Crumbling Bridge

tgp_governor_contract_event.0024 = {
	type = character_event
	title = tgp_governor_contract_event.0024.t
	desc = tgp_governor_contract_event.0024.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = pondering
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = crumbling_bridge
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = crumbling_bridge_destination
			}
		}
	}

	option = {
		name = tgp_governor_contract_event.0024.a

		custom_tooltip = tgp_governor_contract_event.0024.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:crumbling_bridge_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0025
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0024.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0025 = {
	type = character_event
	title = tgp_governor_contract_event.0025.t
	desc = tgp_governor_contract_event.0025.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = disapproval
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = crumbling_bridge
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
	}
	option = {
		name = tgp_governor_contract_event.0025.a
		trigger = {
			exists = scope:governance_option_a
			has_trait = governor # To show that the trait unlocks the option
		}
		scope:ongoing_contract = {
			complete_task_contract = army_assistance
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0025.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = temporary_substitute
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0025.c
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = ferry_crossing
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0025.d
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = slower_replacement
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0025.e
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = settle_caravans
		}
		duel = {
			skills = { stewardship learning }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0025.e.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = settle_caravans
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0025.e.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_settle_caravans
				}
			}
		}
		ai_chance = {
			base = 100
		}
	}
}

# A Confusion of Tongues

tgp_governor_contract_event.0026 = {
	type = character_event
	title = tgp_governor_contract_event.0026.t
	desc = tgp_governor_contract_event.0026.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = thinking
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = confusion_of_tongues
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = confusion_of_tongues_destination
			}
		}
	}

	option = {
		name = tgp_governor_contract_event.0026.a

		custom_tooltip = tgp_governor_contract_event.0026.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:confusion_of_tongues_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0027
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0026.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0027 = {
	type = character_event
	title = tgp_governor_contract_event.0027.t
	desc = tgp_governor_contract_event.0027.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:local_magistrate
		animation = thinking
	}
	lower_right_portrait = {
		character = scope:incomprehensible_merchant
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = confusion_of_tongues
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 6 }
		random_county_in_region = {
			region = world_asia_and_india
			limit = {
				any_province = {
					is_coastal = yes
				}
				culture = { NOT = { has_cultural_pillar = heritage_chinese } }
			}
			save_scope_as = merchant_origin_county
		}
		scope:merchant_origin_county.culture = {
			save_scope_as = merchant_origin_county_culture
		}
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = local_magistrate
		}
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = scope:merchant_origin_county_culture
			faith = scope:merchant_origin_county.faith
			save_scope_as = incomprehensible_merchant
		}
		scope:task_contract = {
			set_variable = {
				name = foreign_merchant_culture
				value = scope:incomprehensible_merchant.culture
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0027.a
		trigger = {
			exists = scope:governance_option_a
			has_trait = governor # To show that the trait unlocks the option
		}
		scope:ongoing_contract = {
			complete_task_contract = temporary_housing
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0027.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = search_for_translator
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0027.c
		trigger = { exists = scope:governance_option_c }
		scope:ongoing_contract = {
			complete_task_contract = confiscate_their_goods
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = -1
				ai_boldness = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0027.d
		trigger = { exists = scope:governance_option_d }
		duel = {
			skills = { diplomacy }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0027.d.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = communicate_through_gestures
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0027.d.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_communicate_through_gestures
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_sociability = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0027.e
		trigger = { exists = scope:governance_option_e }
		scope:ongoing_contract = {
			complete_task_contract = put_them_under_guard
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0027.f
		trigger = {
			exists = scope:governance_option_f
		}
		scope:ongoing_contract = {
			complete_task_contract = i_know_this_one
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
			}
		}
	}
	after = {
  		hidden_effect = {
			scope:incomprehensible_merchant ?= {
				silent_disappearance_effect = yes
 			}
 		}
	}
}
# Seditious Storytelling

tgp_governor_contract_event.0028 = {
	type = character_event
	title = tgp_governor_contract_event.0028.t
	desc = tgp_governor_contract_event.0028.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = pondering
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = seditious_storytelling
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = seditious_storytelling_destination
			}
		}
		random_councillor = {
			limit = {
				is_available = yes
			}
			save_scope_as = concerned_councillor
		}
	}

	option = {
		name = tgp_governor_contract_event.0028.a

		custom_tooltip = tgp_governor_contract_event.0028.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:seditious_storytelling_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0029
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0028.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0029 = {
	type = character_event
	title = tgp_governor_contract_event.0029.t
	desc = tgp_governor_contract_event.0029.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:seditious_storyteller
		animation = thinking
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = seditious_storytelling
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = seditious_storyteller
			trait = honest
			trait = stubborn
		}
	}
	option = {
		name = tgp_governor_contract_event.0029.a
		trigger = {
			exists = scope:governance_option_a
			has_trait = governor # To show that the trait unlocks the option
		}
		scope:ongoing_contract = {
			complete_task_contract = censor_storyteller
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0029.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = arrest_storyteller
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0029.c
		trigger = { exists = scope:governance_option_c }
		scope:ongoing_contract = {
			complete_task_contract = encourage_rival_storytellers
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0029.d
		trigger = { exists = scope:governance_option_d }
		scope:ongoing_contract = {
			complete_task_contract = intimidate_audience
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0029.e
		trigger = { exists = scope:governance_option_e }
		duel = {
			skills = { diplomacy intrigue }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0029.e.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = persuade_storyteller
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0029.e.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_persuade_storyteller
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
	after = {
  		hidden_effect = {
			scope:seditious_storyteller ?= {
				silent_disappearance_effect = yes
 			}
 		}
	}
}

# Quaking in Panic

tgp_governor_contract_event.0030 = {
	type = character_event
	title = tgp_governor_contract_event.0030.t
	desc = tgp_governor_contract_event.0030.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = pondering
	}
	right_portrait = {
		character = scope:my_councillor
		animation = thinking
	}
	lower_right_portrait = {
		character = scope:alarmed_councillor
		animation = worry
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = quaking_in_panic
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = quaking_in_panic_destination
			}
		}
		random_councillor = {
			limit = {
				is_available = yes
			}
			save_scope_as = my_councillor
		}
		random_councillor = {
			limit = {
				is_available = yes
				NOT = { this = scope:my_councillor }
			}
			save_scope_as = alarmed_councillor
		}
	}

	option = {
		name = tgp_governor_contract_event.0030.a

		custom_tooltip = tgp_governor_contract_event.0030.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:quaking_in_panic_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0031
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0030.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0031 = {
	type = character_event
	title = tgp_governor_contract_event.0031.t
	desc = tgp_governor_contract_event.0031.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:panicked_villager
		animation = fear
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = quaking_in_panic
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = panicked_villager
			trait = craven
		}
	}
	option = {
		name = tgp_governor_contract_event.0031.a
		trigger = {
			exists = scope:governance_option_a
			has_trait = governor # To show that the trait unlocks the option
		}
		duel = {
			skills = { diplomacy }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0031.a.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = convene_public_meeting
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0031.a.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_convene_public_meeting
				}
			}
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0031.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = deploy_guards
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0031.c
		trigger = { exists = scope:governance_option_c }
		scope:ongoing_contract = {
			complete_task_contract = appeal_to_local_leadership
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_sociability = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0031.d
		trigger = { exists = scope:governance_option_d }
		duel = {
			skills = { stewardship }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0031.d.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = architectural_inspection
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0031.d.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_architectural_inspection
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0031.e
		trigger = { exists = scope:governance_option_e }
		scope:ongoing_contract = {
			complete_task_contract = population_transfer
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
			}
		}
	}
	after = {
  		hidden_effect = {
			scope:panicked_villager ?= {
				silent_disappearance_effect = yes
 			}
 		}
	}
}

# Monopoly in the Marketplace

tgp_governor_contract_event.0032 = {
	type = character_event
	title = tgp_governor_contract_event.0032.t
	desc = tgp_governor_contract_event.0032.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = pondering
	}
	right_portrait = {
		character = scope:plaintive_merchant
		animation = anger
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = monopoly_in_the_marketplace
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = monopoly_in_the_marketplace_destination
			}
		}
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = plaintive_merchant
		}
	}

	option = {
		name = tgp_governor_contract_event.0032.a

		custom_tooltip = tgp_governor_contract_event.0032.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:monopoly_in_the_marketplace_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0033
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0032.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
	after = {
  		hidden_effect = {
			scope:plaintive_merchant ?= {
				silent_disappearance_effect = yes
 			}
 		}
	}
}

tgp_governor_contract_event.0033 = {
	type = character_event
	title = tgp_governor_contract_event.0033.t
	desc = tgp_governor_contract_event.0033.desc
	theme = administrative
	override_background = { reference = market }
	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:merchant_magnate
		animation = admiration
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = monopoly_in_the_marketplace
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			trait = greedy
			trait = deceitful
			trait = ambitious
			save_scope_as = merchant_magnate
		}
	}
	option = {
		name = tgp_governor_contract_event.0033.a
		trigger = {
			exists = scope:governance_option_a
			has_trait = governor # To show that the trait unlocks the option
		}
		scope:ongoing_contract = {
			complete_task_contract = strict_regulations
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0033.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = association_stalls_only
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0033.c
		trigger = { exists = scope:governance_option_c }
		scope:ongoing_contract = {
			complete_task_contract = levy_special_tax
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0033.d
		trigger = { exists = scope:governance_option_d }
		duel = {
			skills = { stewardship intrigue }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0033.d.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = back_competitors
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0033.d.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_back_competitors
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0033.e
		trigger = { exists = scope:governance_option_e }
		scope:ongoing_contract = {
			complete_task_contract = seize_merchant_goods
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
				ai_honor = -1
			}
		}
	}
	after = {
  		hidden_effect = {
			scope:merchant_magnate ?= {
				silent_disappearance_effect = yes
 			}
 		}
	}
}

# Contested Inheritance

tgp_governor_contract_event.0034 = {
	type = character_event
	title = tgp_governor_contract_event.0034.t
	desc = tgp_governor_contract_event.0034.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = pondering
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = contested_inheritance
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = contested_inheritance_destination
			}
		}
	}

	option = {
		name = tgp_governor_contract_event.0034.a

		custom_tooltip = tgp_governor_contract_event.0034.a_tt
		governor_contract_travel_or_progress_effect = {
			DESTINATION = scope:contested_inheritance_destination
			ARRIVAL_EVENT = tgp_governor_contract_event.0035
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = tgp_governor_contract_event.0034.b
		scope:ongoing_contract = {
			complete_task_contract = failure_standard
		}

		ai_chance = {
			base = 0

			modifier = {
				add = 100
				is_available = no
			}
			modifier = {
				add = 200
				has_trait = lazy
				NOT = { has_trait = greedy } # Greedy always wants more gold, even when lazy.
			}
		}
	}
}

tgp_governor_contract_event.0035 = {
	type = character_event
	title = tgp_governor_contract_event.0035.t
	desc = tgp_governor_contract_event.0035.desc
	theme = administrative
	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:quarrelling_heir_one
		animation = thinking
	}
	lower_left_portrait = {
		character = scope:quarrelling_heir_two
	}
	lower_center_portrait = {
		character = scope:quarrelling_heir_three
	}
	lower_right_portrait = {
		character = scope:quarrelling_heir_four
	}

	immediate = {
		# Save the contract
		random_character_active_contract = {
			limit = {
				has_task_contract_type = contested_inheritance
			}
			save_scope_as = ongoing_contract

			# Save the location
			task_contract_location = {
				save_scope_as = ongoing_destination
			}
		}
		generate_governance_outcome_effect = { OPTIONS = 5 }
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = quarrelling_heir_one
		}
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = quarrelling_heir_two
		}
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = quarrelling_heir_three
		}
		create_character = {
			template = merchant_template
			location = scope:task_contract.task_contract_location
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = quarrelling_heir_four
		}
	}
	option = {
		name = tgp_governor_contract_event.0035.a
		trigger = {
			exists = scope:governance_option_a
			has_trait = governor # To show that the trait unlocks the option
		}
		scope:ongoing_contract = {
			complete_task_contract = declare_communal_property
		}
		ai_chance = {
			base = 200
		}
	}
	option = {
		name = tgp_governor_contract_event.0035.b
		trigger = { exists = scope:governance_option_b }
		scope:ongoing_contract = {
			complete_task_contract = award_according_to_seniority
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0035.c
		trigger = { exists = scope:governance_option_c }
		duel = {
			skills = { intrigue stewardship }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0035.c.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = award_to_highest_bidder
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0035.c.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_award_to_highest_bidder
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
				ai_honor = -1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0035.d
		trigger = { exists = scope:governance_option_d }
		scope:ongoing_contract = {
			complete_task_contract = adhere_to_testament
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 1
			}
		}
	}
	option = {
		name = tgp_governor_contract_event.0035.e
		trigger = { exists = scope:governance_option_e }
		duel = {
			skills = { diplomacy }
			value = decent_skill_rating
			50 = {
				desc = tgp_governor_contract_event.0035.e.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				scope:ongoing_contract = {
					complete_task_contract = persuade_private_settlement
				}
			}
			50 = {
				desc = tgp_governor_contract_event.0035.e.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				scope:ongoing_contract ?= {
					complete_task_contract = failure_persuade_private_settlement
				}
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
			}
		}
	}
	after = {
  		hidden_effect = {
			scope:quarrelling_heir_one ?= {
				silent_disappearance_effect = yes
 			}
 			scope:quarrelling_heir_two ?= {
				silent_disappearance_effect = yes
 			}
 			scope:quarrelling_heir_three ?= {
				silent_disappearance_effect = yes
 			}
 			scope:quarrelling_heir_four ?= {
				silent_disappearance_effect = yes
 			}
 		}
	}
}
