namespace = ep3_laamp_flavor

####
# ep3_laamp_flavor.0001-0010 - Carrion Eaters
# ep3_laamp_flavor.0020-0029 - Thief!
# ep3_laamp_flavor.0030-0039 - Pleasant Dream
# ep3_laamp_flavor.0040-0049 - Stray Prince
# ep3_laamp_flavor.0050-0059 - Necromancer
# ep3_laamp_flavor.0060-0069 - Dead Weight
####

##################################################
# Carrion Eaters
# by Daniel Tolman
##################################################

scripted_trigger ep3_laamp_flavor_0001_is_in_desert = {
	location = {
		OR = {
			terrain = desert
			terrain = desert_mountains
			terrain = drylands
		}
	}
}

# Carrion Eaters
ep3_laamp_flavor.0001 = {
	type = character_event
	title = {
		first_valid = {
			# Carrion Eaters
			triggered_desc = {
				trigger = {
					OR = {
						ep3_laamp_flavor_0001_is_in_desert = yes
						location = {
							is_sea_province = yes
						}
					}
				}
				desc = ep3_laamp_flavor.0001.t1
			}
			# Eating Crow
			desc = ep3_laamp_flavor.0001.t2
		}
	}
	desc = {
		first_valid = {
			# Vultures in the desert
			triggered_desc = {
				trigger = {
					ep3_laamp_flavor_0001_is_in_desert = yes
				}
				desc = ep3_laamp_flavor.0001.desc1
			}
			# Gulls in the ocean
			triggered_desc = {
				trigger = {
					location = {
						is_sea_province = yes
					}
				}
				desc = ep3_laamp_flavor.0001.desc2
			}
			# Generic crows
			desc = ep3_laamp_flavor.0001.desc
		}
	}
	theme = travel_danger
	left_portrait = {
		character = root
		animation = sick_stomach
	}
	right_portrait = {
		character = scope:vulture_shooter
		scripted_animation = bow_drawn
		camera = camera_event_right_forward
	}
	cooldown = { years = 10 }

	trigger = { 
		government_has_flag = government_is_landless_adventurer
		faith = {
			NOR = {
				religion = religion:jainism_religion
				religion = religion:islam_religion
			}
		}
		domicile ?= { provisions <= provisions_low_value }
		is_available_travelling_adult = yes
		NOT = { has_trait = ill }
		any_courtier = {
			is_available_travelling_ai_adult = yes
		}
	}

	immediate = {
		hidden_effect = {
			change_current_weight = -25
			every_courtier = {
				change_current_weight = -25
			}
		}
		if = {
			limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
			increment_global_variable_effect = {
				VAR = tally_tolman_0001
				VAL = 1
			}
		}
		ordered_courtier = {
			limit = {
				is_available_travelling_ai_adult = yes
				is_valid_active_event_recurrer_trigger = { LIEGE = ROOT }
			}
			alternative_limit = {
				is_available_travelling_ai_adult = yes
			}
			order_by = prowess
			save_scope_as = vulture_shooter
		}
	}

	option = { # good idea
		name = {
			trigger = {
				NOT = { has_trait = cannibal }
			}
			text = ep3_laamp_flavor.0001.a
		}
		name = {
			trigger = { has_trait = cannibal }
			text = ep3_laamp_flavor.0001.a.cannibal
		}
		trait = cannibal
		progress_towards_friend_effect = {
			REASON = agreed_to_shoot_vultures
			CHARACTER = scope:vulture_shooter
			OPINION = default_friend_opinion
		}
		random_list = {
			1 = { # get sick
				desc = ep3_laamp_flavor.0001.sick
				send_interface_toast = {
					title = ep3_laamp_flavor.0001.a.sick
					left_icon = root
					right_icon = scope:vulture_shooter

					contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes }
					scope:vulture_shooter = { contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = yes } }
					domicile = { change_provisions = miniscule_provisions_gain }
				}
			}
			1 = { # don't get sick
				desc = ep3_laamp_flavor.0001.notsick
				send_interface_toast = {
					title = ep3_laamp_flavor.0001.a.fine
					left_icon = root
					right_icon = scope:vulture_shooter
					domicile = { change_provisions = minor_provisions_gain }
				}
			}
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_rationality = -0.5
			}
		}
	}
	option = { # this will make us sick
		name = ep3_laamp_flavor.0001.c
		trigger = {
			learning >= decent_skill_rating
		}
		skill = learning
		add_learning_lifestyle_xp = medium_lifestyle_experience
		add_character_modifier = {
			modifier = emaciated_modifier
			years = 3
		}
		ai_chance = { # AI should generally pick this if able
			base = 100
		}
	}
	option = { # no that sounds gross
		name = ep3_laamp_flavor.0001.b
		progress_towards_rival_effect = {
			REASON = no_vulture_eating
			CHARACTER = scope:vulture_shooter
			OPINION = default_rival_opinion
		}
		add_character_modifier = {
			modifier = emaciated_modifier
			years = 3
		}
		ai_chance = { # Even if not especially learned, this is gross and sensible people should have some innate resistance to this idea
			base = 1
			ai_value_modifier = {
				ai_rationality = 2
			}
		}
	}
}

##################################################
# Thief!
# by Daniel Tolman
##################################################

scripted_trigger ep3_laamp_flavor_0020_valid_courtier = {
	NOR = {
		has_trait = just
		has_trait = honest
	}
	OR = {
		has_trait = greedy
		has_trait = deceitful
		has_trait = arbitrary
		has_trait = eccentric
		has_trait = profligate
		has_trait = fickle
		has_trait = callous
		has_trait_xp = {
			trait = gallowsbait
			track = thief
			value >= 10
		}
	}
}

# Follower caught stealing in local town
ep3_laamp_flavor.0020 = {
	type = character_event
	title = ep3_laamp_flavor.0020.t
	desc = {
		desc = ep3_laamp_flavor.0020.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					has_trait = gallowsbait
				}
				desc = ep3_laamp_flavor.0020.desc1
			}
			desc = ep3_laamp_flavor.0020.desc
		}
	}
	theme = unfriendly
	left_portrait = {
		character = scope:thieving_follower
		animation = fear
	}
	right_portrait = {
		character = scope:town_leader
		animation = disapproval
	}
	lower_right_portrait = {
		character = scope:duelist
		trigger = {
			this != scope:town_leader
		}
	}
	override_background = {	reference = gallows	}

	cooldown = { years = 10 }

	trigger = {
		has_government = landless_adventurer_government
		location = {
			has_holding = yes
		}
		is_available_at_peace_adult = yes
		any_courtier = {
			is_available_ai_adult = yes
			ep3_laamp_flavor_0020_valid_courtier = yes
		}
		location.barony.holder = {
			is_available_at_peace_ai_adult = yes
		}
	}

	immediate = {
		if = {
			limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
			increment_global_variable_effect = {
				VAR = tally_tolman_0020
				VAL = 1
			}
		}
		random_courtier = {
			limit = {
				is_valid_active_event_recurrer_trigger = { LIEGE = ROOT }
				is_available_at_peace_adult = yes
				ep3_laamp_flavor_0020_valid_courtier = yes
			}
			alternative_limit = {
				is_available_ai_adult = yes
				ep3_laamp_flavor_0020_valid_courtier = yes
			}
			save_scope_as = thieving_follower
		}
		location.barony.holder = {
			save_scope_as = town_leader
			if = {
				limit = { exists = court_position:champion_court_position }
				court_position:champion_court_position = { save_scope_as = duelist }
			}
			else = { save_scope_as = duelist }
		}
		location = {
			save_scope_as = town_location
		}
	}

	# Pay the fine
	option = {
		name = ep3_laamp_flavor.0020.a
		if = {
			limit = {
				has_trait = gallowsbait
			}
			pay_short_term_gold = {
				target = scope:town_leader
				gold = major_gold_value
			}
			stress_impact = {
				greedy = major_stress_impact_gain
			}
		}
		else = {
			pay_short_term_gold = {
				target = scope:town_leader
				gold = medium_gold_value
			}
			stress_impact = {
				greedy = medium_stress_impact_gain
			}
		}
		progress_towards_friend_effect = {
			REASON = thievery_helper_opinion
			CHARACTER = scope:thieving_follower
			OPINION = default_friend_opinion
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_compassion = 1
				ai_greed = -1
			}
		}
	}

	# Thief must accept physical punishment
	option = {
		name = ep3_laamp_flavor.0020.b
		if = {
			limit = {
				has_trait = gallowsbait
			}
			scope:thieving_follower = {
				apply_maimed_trait_and_modifier_effect = yes
			}
		}
		else = {
			scope:thieving_follower = {
				add_trait = wounded_1
			}
		}
		progress_towards_rival_effect = {
			REASON = thievery_rivalry_opinion
			CHARACTER = scope:thieving_follower
			OPINION = default_rival_opinion
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_compassion = -1
			}
		}
	}

	# Plead with town_leader
	option = {
		name = ep3_laamp_flavor.0020.c
		trigger = {
			scope:town_leader = {
				opinion = {
					target = root
					value >= low_negative_opinion
				}
			}
		}
		if = {
			limit = {
				scope:town_leader = {
					can_add_hook = {
						target = root
						type = indebted_hook
					}
				}
			}
			scope:town_leader = {
				add_hook = {
					target = root
					type = indebted_hook
				}
			}
		}
		if = {
			limit = {
				has_trait = gallowsbait
			}
			add_prestige = major_prestige_loss
			stress_impact = {
				arrogant = medium_stress_impact_gain
				ambitious = medium_stress_impact_gain
				stubborn = medium_stress_impact_gain
				callous = medium_stress_impact_gain
			}
		}
		else = {
			add_prestige = medium_prestige_loss
			stress_impact = {
				arrogant = minor_stress_impact_gain
				ambitious = minor_stress_impact_gain
				stubborn = minor_stress_impact_gain
				callous = medium_stress_impact_gain
			}
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_honor = -1
			}
		}
	}
	# Demand a trial by combat
	option = {
		name = ep3_laamp_flavor.0020.d
		duel = {
			skill = prowess
			target = scope:duelist
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5
				desc = ep3_laamp_flavor.0020.d.tt.success
				send_interface_toast = {
					title = ep3_laamp_flavor.0020.d.tt.success
					left_icon = scope:thieving_follower
					progress_towards_friend_effect = {
						REASON = thievery_helper_opinion
						CHARACTER = scope:thieving_follower
						OPINION = default_friend_opinion
					}
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				desc = ep3_laamp_flavor.0020.d.tt.fail
				send_interface_toast = {
					title = ep3_laamp_flavor.0020.d.tt.fail
					left_icon = scope:thieving_follower
					add_prestige = medium_prestige_loss
					scope:thieving_follower = {
						scope:thieving_follower = {
							apply_maimed_trait_and_modifier_effect = yes
						}
					}
				}
			}
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_honor = 2
			}
		}
	}
}

##################################################
# Sweet Dreams
# by Daniel Tolman
##################################################

# Sweet Dreams
ep3_laamp_flavor.0030 = {
	type = character_event
	title = ep3_laamp_flavor.0030.t
	desc = ep3_laamp_flavor.0030.desc
	theme = court
	left_portrait = {
		character = scope:dream_friend
		animation = toast_goblet
	}
	right_portrait = {
		character = scope:dream_rival
		animation = paranoia
		outfit_tags = { beggar_rags }
	}
	override_background = {	reference = feast }

	cooldown = { years = 10 }

	trigger = {
		has_government = landless_adventurer_government
		is_adult = yes
		is_available_allow_travelling = yes
		any_relation = {
			type = friend
		}
		any_relation = {
			type = rival
		}
	}

	immediate = {
		if = {
			limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
			increment_global_variable_effect = {
				VAR = tally_tolman_0030
				VAL = 1
			}
		}
		random_relation = {
			type = friend
			save_scope_as = dream_friend
		}
		random_relation = {
			type = rival
			save_scope_as = dream_rival
		}
	}

	# I will make my dream a reality
	option = {
		name = ep3_laamp_flavor.0030.a
		# Stress gain but more lifestyle xp
		add_character_modifier = {
			modifier = dream_ambitious
			years = 10
		}
		stress_impact = {
			base = miniscule_stress_impact_loss
			ambitious = minor_stress_impact_loss
			impatient = minor_stress_impact_loss
			arrogant = minor_stress_impact_loss
			stubborn = minor_stress_impact_loss
			vengeful = minor_stress_impact_loss
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_boldness = 1
			}
		}
	}

	# I long for the comforts of nobility
	option = {
		name = ep3_laamp_flavor.0030.b
		# Stress but more diplomacy
		add_character_modifier = {
			modifier = dream_envious
			years = 10
		}
		stress_impact = {
			base = miniscule_stress_impact_loss
			lifestyle_reveler = minor_stress_impact_loss
			gluttonous = minor_stress_impact_loss
			lazy = minor_stress_impact_loss
			greedy = minor_stress_impact_loss
			avaricious = minor_stress_impact_loss
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_sociability = 1
				ai_honor = -0.5
			}
		}
	}

	# I'm glad I'm free of that life
	option = {
		name = ep3_laamp_flavor.0030.c
		# less stress, you're happy with your life
		add_character_modifier = {
			modifier = dream_content
			years = 10
		}
		stress_impact = {
			base = miniscule_stress_impact_loss
			temperate = minor_stress_impact_loss
			calm = minor_stress_impact_loss
			humble = minor_stress_impact_loss
			content = minor_stress_impact_loss
			paranoid = minor_stress_impact_loss
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_compassion = 1
			}
		}
	}
}

##################################################
# Lost Lordling
# by Daniel Tolman
##################################################

# Lost Lordling
ep3_laamp_flavor.0040 = {
	type = character_event
	title = ep3_laamp_flavor.0040.t
	desc = ep3_laamp_flavor.0040.desc
	theme = landless_adventurer
	override_background = { reference = wilderness }
	left_portrait = {
		character = root
		animation = interested
	}
	right_portrait = {
		character = scope:runaway_child
		animation = crying
	}

	cooldown = { years = 20 }

	trigger = {
		has_government = landless_adventurer_government
		is_available_at_peace_adult = yes
		exists = location.barony.holder.capital_province
		location = location.barony.holder.capital_province
		location.barony.holder = {
			save_temporary_scope_as = local_ruler_temp
			highest_held_title_tier <= tier_county
			is_available_at_peace_ai_adult = yes
			any_courtier = {
				is_child_of = scope:local_ruler_temp
				NOT = { is_primary_heir_of = scope:local_ruler_temp }
				age >= 12
				age < 23
				is_available_allow_travelling = yes
				is_physically_able = yes
			}
		}
	}

	immediate = {
		if = {
			limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
			increment_global_variable_effect = {
				VAR = tally_tolman_0040
				VAL = 1
			}
		}
		location = {
			save_scope_as = location_scope
		}
		location.barony.holder = {
			save_scope_as = local_ruler
			random_courtier = {
				limit = {
					is_child_of = scope:local_ruler
					NOT = { is_primary_heir_of = scope:local_ruler }
					age >= 12
					age < 23
					is_available_allow_travelling = yes
					is_physically_able = yes
				}
				save_scope_as = runaway_child
			}
		}
	}

	# Join our merry band
	option = {
		name = ep3_laamp_flavor.0040.b
		add_courtier = scope:runaway_child
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_compassion = 0.5
				ai_honor = -0.25
			}
		}
	}

	# Capture the child, they might be worth a good ransom
	option = {
		name = ep3_laamp_flavor.0040.c
		imprison = {
			target = scope:runaway_child
			type = house_arrest
		}
		reverse_add_opinion = {
	 		target = scope:local_ruler
	 		modifier = stole_my_child_opinion
	 		opinion = -50
	 	}
		laamp_rewards_apply_criminal_xp_effect = {
			TRACK = marauder
			XP_MIN = gallowsbait_xp_minor_gain
			XP_MAX = gallowsbait_xp_minor_gain
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			greedy = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_honor = -1
				ai_compassion = -1
				ai_greed = 1
			}
		}
	}

	# We're taking you home
	option = {
		name = ep3_laamp_flavor.0040.a
		reverse_add_opinion = {
	 		target = scope:local_ruler
	 		modifier = returned_my_child_opinion
	 		opinion = 50
	 	}
		if = {
			limit = {
				has_trait = gallowsbait
				has_trait_xp = {
					trait = gallowsbait
					track = marauder
					value >= 1
				}
			}
			laamp_rewards_apply_criminal_xp_effect = {
				TRACK = marauder
				XP_MIN = negative_small_lifestyle_random_xp_low
				XP_MAX = negative_small_lifestyle_random_xp_low
			}
		}
		add_prestige = minor_prestige_gain
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_compassion = 0.25
				ai_honor = 0.75
				ai_greed = 0.25
			}
		}
	}
}

##################################################
# Necromancer
# by Daniel Tolman
##################################################

# Necromancer
ep3_laamp_flavor.0050 = {
	type = character_event
	title = ep3_laamp_flavor.0050.t
	desc = ep3_laamp_flavor.0050.desc
	theme = landless_adventurer
	right_portrait = {
		character = root
		animation = shock
	}
	left_portrait = {
		character = scope:necromancer
		animation = page_flipping
	}
	override_background = {	reference = bp1_bonfire }

	cooldown = { years = 30 }

	trigger = {
		location = { is_sea_province = no }
		static_group_filter = {
			group = ep3_laamp_flavor.0050
			match = 0.5
		}
		has_government = landless_adventurer_government
		is_adult = yes
		is_available_allow_travelling = yes
		faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } }
		location.faith = { OR = { religion_tag = eastern_orthodox_religion religion_tag = catholic_religion religion_tag = protestant_religion } }
		NOR = {
			has_trait = witch
			any_secret = { type = secret_witch }
		}
	}

	immediate = {
		if = {
			limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
			increment_global_variable_effect = {
				VAR = tally_tolman_0050
				VAL = 1
			}
		}
		location = {
			save_scope_as = location_scope
		}
		create_character = {
			template = priest_character_template
			culture = root.location.culture
			faith = root.location.faith
			dynasty = none
			location = root.location
			gender = male
			save_scope_as = necromancer
		}
		hidden_effect = {
			scope:necromancer = {
				add_trait = devoted
				remove_character_flag = need_priest_outfit
			}
		}
		if = {
			limit = {
				player_heir ?= {
					is_courtier_of = root
					is_child_of = root
				}
			}
			player_heir = {
				save_scope_as = player_heir_scope
			}
		}
	}

	# Your foul sorcery ends here
	option = {
		name = ep3_laamp_flavor.0050.a
		add_piety = minor_piety_gain
		duel = {
			skill = prowess
			target = scope:necromancer
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5
				desc = ep3_laamp_flavor.0050.d.tt.success
				send_interface_toast = {
					title = ep3_laamp_flavor.0050.d.tt.success
					left_icon = scope:necromancer
					add_prestige = minor_prestige_gain
					add_piety = minor_piety_gain
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				desc = ep3_laamp_flavor.0050.d.tt.fail
				send_interface_toast = {
					title = ep3_laamp_flavor.0050.d.tt.fail
					left_icon = scope:necromancer
					add_trait = wounded_1
					add_prestige = minor_prestige_loss
				}
			}
		}
		stress_impact = {
			zealous = minor_stress_impact_loss
			cynical = minor_stress_impact_gain
			craven = medium_stress_impact_gain
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_zeal = 1
				ai_rationality = -0.75
			}
		}
	}

	# Teach me magic
	option = {
		name = ep3_laamp_flavor.0050.b
		add_character_modifier = {
			modifier = learned_in_demonology
			years = 10
		}
		stress_impact = {
			zealous = medium_stress_impact_gain
			cynical = minor_stress_impact_gain
			craven = medium_stress_impact_gain
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_sociability = 0.25
				ai_zeal = -1
				ai_rationality = -0.5
			}
		}
	}

	# Teach my heir magic
	option = {
		name = ep3_laamp_flavor.0050.c
		trigger = {
			exists = scope:player_heir_scope
		}
		stress_impact = {
			zealous = medium_stress_impact_gain
			cynical = minor_stress_impact_gain
			craven = medium_stress_impact_gain
		}
		scope:player_heir_scope = {
			add_character_modifier = {
				modifier = learned_in_demonology
				years = 10
			}
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_sociability = 0.25
				ai_zeal = -1
				ai_rationality = -0.5
			}
		}
	}

	# 3spooky5me
	option = {
		name = ep3_laamp_flavor.0050.d
		stress_impact = {
			craven = minor_stress_impact_loss
		}
		add_prestige = minor_prestige_loss
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_boldness = -1
			}
		}
	}
	after = {
		if = {
			limit = {
				is_ai = yes
			}
			scope:necromancer = {
				silent_disappearance_effect = yes
			}
		}
	}
}

##################################################
# Dead Weight
# by Daniel Tolman
##################################################

# Dead Weight
ep3_laamp_flavor.0060 = {
	type = character_event
	title = ep3_laamp_flavor.0060.t
	desc = ep3_laamp_flavor.0060.desc
	theme = travel_danger
	right_portrait = {
		character = scope:follower
		animation = anger
	}
	left_portrait = {
		character = scope:prisoner
		animation = prisonhouse
	}

	cooldown = { years = 10 }

	trigger = {
		has_government = landless_adventurer_government
		domicile ?= { provisions <= provisions_threshold_low_value }
		is_available_travelling_adult = yes
		any_courtier = { is_available_travelling_ai_adult = yes }
		any_prisoner = {
			age >= 6
			is_ai = yes
		}
	}

	immediate = {
		hidden_effect = {
			change_current_weight = -25
			every_courtier = {
				change_current_weight = -25
			}
		}
		if = {
			limit = { enable_debug_laamp_event_logging_toggle_trigger = yes }
			increment_global_variable_effect = {
				VAR = tally_tolman_0060
				VAL = 1
			}
		}
		random_courtier = {
			# Get a recurring character if one exists that is suitably angry
			limit = {
				is_available_travelling_ai_adult = yes
				is_valid_active_event_recurrer_trigger = { LIEGE = ROOT }
				OR = {
					has_trait = vengeful
					has_trait = wrathful
				}
			}
			# Otherwise, a random follower just snaps
			alternative_limit = { is_available_travelling_ai_adult = yes }
			save_scope_as = follower
		}
		random_prisoner = {
			limit = {
				age >= 6
				is_ai = yes
			}
			save_scope_as = prisoner
		}
	}

	# Execute the prisoner
	option = {
		name = ep3_laamp_flavor.0060.a
		execute_prisoner_effect = {
			VICTIM = scope:prisoner
			EXECUTIONER = root
		}
		reverse_add_opinion = {
	 		target = scope:follower
	 		modifier = grateful_opinion
	 		opinion = 25
	 	}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_compassion = -2
				ai_honor = -2
			}
		}
	}

	# You don't have to go home but you can't stay here
	option = {
		name = ep3_laamp_flavor.0060.b
		scope:prisoner = { release_from_prison = yes }
		# you experience a loss of kidnapper street cred
		if = {
			limit = {
				has_trait = gallowsbait
				has_trait_xp = {
					trait = gallowsbait
					track = marauder
					value >= 1
				}
			}
			laamp_rewards_apply_criminal_xp_effect = {
				TRACK = marauder
				XP_MIN = negative_small_lifestyle_random_xp_low
				XP_MAX = negative_small_lifestyle_random_xp_low
			}
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_vengefulness = -0.5
				ai_compassion = 1
			}
		}
	}

	# The prisoner is too valuable
	option = {
		name = ep3_laamp_flavor.0060.c
		# your followers don't like giving the prisoner rations
		add_character_modifier = {
			modifier = burdensome_prisoner_modifier
			years = 10
		}
		# follower is especially annoyed
		reverse_add_opinion = {
			modifier = unfriendly_opinion
			target = scope:follower
			opinion = -35
		}
		domicile = { change_provisions = minor_provisions_loss }
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}
}
