#namespace = tgp_dynastic_cycle_events
#
####################################################################################
### By Veronica Pazos
### tgp_dynastic_cycle_events.0001 - Tilt the scales towards Advancement
### tgp_dynastic_cycle_events.0010 - Disciple has a mental breakdown in Instability
### tgp_dynastic_cycle_events.0020 - Rowdy peasants steal food during Instability
### tgp_dynastic_cycle_events.0030 - In this time of Expansion you should become a Military Governor
### tgp_dynastic_cycle_events.0040 - Steward is interested in the Silk Road
### tgp_dynastic_cycle_events.0050 - Debate the Favoured Movement and get ahead of them
####################################################################################
#
## Tilt the scales towards Advancement
#scripted_trigger tgp_dynastic_cycle_events_0001_valid_servant = {
#	is_available_ai_adult = yes
#	is_lowborn = yes
#	has_any_court_position = no
#	is_councillor = no
#}
#
#tgp_dynastic_cycle_events.0001 = {
#	type = character_event
#	title = tgp_dynastic_cycle_events.0001.t
#	desc = tgp_dynastic_cycle_events.0001.desc
#	left_portrait = {
#		character = root
#		animation = thinking
#		camera = camera_event_right_fully_away
#	}
#	right_portrait = {
#		character = scope:servant
#		animation = serving_tray
#		camera = camera_event_right_to_the_right
#	}
#	theme = dynastic_cycle
#	override_background = { reference = garden }
#	cooldown = { years = 10 }
#
#	trigger = {
#		is_available_adult = yes
#		has_tgp_dlc_trigger = yes
#		government_has_flag = government_is_celestial
#		NOT = {
#			situation:dynastic_cycle ?= {
#				situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
#			}
#		}
#	}
#
#	immediate = {
#		situation:dynastic_cycle = { save_scope_as = my_situation }
#		top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
#		random_courtier = {
#			limit = { tgp_dynastic_cycle_events_0001_valid_servant = yes }
#			save_scope_as = servant
#		}
#		if = {
#			limit = { NOT = { exists = scope:servant } }
#			hidden_effect_new_object = {
#				create_character = {
#					template = servant_character
#					dynasty = none
#					location = root.location
#					culture = root.location.culture
#					faith = root.location.faith
#					gender_female_chance = 50
#					save_scope_as = servant
#				}
#				add_courtier = scope:servant
#				scope:servant = { assign_quirk_effect = yes }
#			}
#		}
#		if = {
#			limit = {
#				any_relation = {
#					type = potential_friend
#					is_available_ai_adult = yes
#					count >= 1
#				}
#			}
#			random_relation = {
#				type = potential_friend
#				limit = { is_available_ai_adult = yes }
#				save_scope_as = potential_friend
#			}
#		}
#		else_if = {
#			limit = {
#				any_relation = {
#					type = friend
#					is_available_ai_adult = yes
#					count >= 1
#				}
#			}
#			random_relation = {
#				type = friend
#				limit = { is_available_ai_adult = yes }
#				save_scope_as = friend
#			}
#		}
#	}
#
#	option = { #
#		name = tgp_dynastic_cycle_events.0001.aa
#		trigger = {
#			top_participant_group:dynastic_cycle ?= {
#				participant_group_type = advancement_movement
#			}
#		}
#		add_internal_flag = special
#		reason = movement
#		custom_tooltip = event_increase_movement_power_minor_effect_tooltip
#		scope:my_movement = {
#			event_change_movement_power_effect = {
#				VALUE = event_increase_movement_power_minor_value
#			}
#		}
#		situation:dynastic_cycle ?= {
#			if = {
#				limit = {
#					situation_top_has_catalyst = catalyst_event_advancement_medium_progress
#				}
#				trigger_situation_catalyst = {
#					catalyst = catalyst_event_advancement_medium_progress
#					character = root
#				}
#			}
#		}
#		stress_impact = {
#			ambitious = medium_stress_impact_loss
#			content = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				has_trait = ambitious
#				factor = 2
#			}
#			modifier = {
#				has_trait = content
#				factor = 0
#			}
#		}
#	}
#
#	option = { # Focus on friendos
#		name = tgp_dynastic_cycle_events.0001.a
#		if = {
#			limit = {
#				exists = scope:potential_friend
#			}
#			custom_tooltip = tgp_dynastic_cycle_events.0001.a.potential_friend
#			set_relation_friend = {
#				target = scope:potential_friend
#				reason = friend_together_in_preparation
#			}
#		}
#		else_if = {
#			limit = {
#				exists = scope:friend
#			}
#			custom_tooltip = tgp_dynastic_cycle_events.0001.a.potential_friend
#			change_influence = major_influence_gain
#			scope:friend = { change_influence = major_influence_gain }
#		}
#		else = { change_influence = medium_influence_gain }
#		stress_impact = {
#			gregarious = medium_stress_impact_loss
#			callous = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				has_trait = gregarious
#				factor = 2
#			}
#			modifier = {
#				has_trait = callous
#				factor = 0
#			}
#		}
#	}
#
#	option = { # Why wait?
#		name = tgp_dynastic_cycle_events.0001.b
#		add_character_modifier = {
#			modifier = tgp_advancement_focus_modifier
#			years = 20
#		}
#		stress_impact = {
#			impatient = medium_stress_impact_loss
#			patient = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				has_trait = deceitful
#				factor = 2
#			}
#			modifier = {
#				has_trait = honest
#				factor = 0
#			}
#		}
#	}
#
#	option = { # We must focus on NOW
#		name = tgp_dynastic_cycle_events.0001.c
#		stress_impact = {
#			base = medium_stress_impact_loss
#		}
#		ai_chance = {
#			base = 100
#		}
#	}
#}
#
## Disciple has a mental breakdown in Instability
#scripted_trigger tgp_dynastic_cycle_events_0010_valid_disciple = {
#	is_available_ai_adult = yes
#	has_personality_dominant_trigger = no
#	has_a_stress_coping_trait_trigger = no
#}
#
#tgp_dynastic_cycle_events.0010 = {
#	type = character_event
#	title = tgp_dynastic_cycle_events.0010.t
#	desc = tgp_dynastic_cycle_events.0010.desc
#	left_portrait = {
#		character = root
#		triggered_animation = {
#			trigger = {
#				has_personality_malicious_trigger = yes
#			}
#			animation = dismissal
#		}
#		animation = worry
#	}
#	right_portrait = {
#		character = scope:disciple
#		animation = stress
#	}
#	theme = dynastic_cycle
#	override_background = { reference = relaxing_room }
#	cooldown = { years = 10 }
#
#	trigger = {
#		is_available_adult = yes
#		has_tgp_dlc_trigger = yes
#		government_has_flag = government_is_celestial
#		situation:dynastic_cycle ?= {
#			situation_current_phase = situation_dynastic_cycle_phase_instability
#		}
#		any_relation = {
#			type = disciple
#			tgp_dynastic_cycle_events_0010_valid_disciple = yes
#		}
#	}
#
#	immediate = {
#		situation:dynastic_cycle = { save_scope_as = my_situation }
#		top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
#		random_relation = {
#			type = disciple
#			limit = { tgp_dynastic_cycle_events_0010_valid_disciple = yes }
#			weight = {
#				base = 1
#				modifier = {
#					has_personality_emotional_trigger = yes
#					add = 10
#				}
#				modifier = {
#					age <= 35
#					add = 5
#				}
#			}
#			save_scope_as = disciple
#		}
#		random_list = {
#			1 = {
#				set_variable = {
#					name = stress_trait
#					value = flag:drunkard
#				}
#			}
#			1 = {
#				set_variable = {
#					name = stress_trait
#					value = flag:flagellant
#				}
#			}
#			1 = {
#				set_variable = {
#					name = stress_trait
#					value = flag:contrite
#				}
#			}
#			1 = {
#				set_variable = {
#					name = stress_trait
#					value = flag:irritable
#				}
#			}
#			1 = {
#				set_variable = {
#					name = stress_trait
#					value = flag:rakish
#				}
#			}
#			1 = {
#				set_variable = {
#					name = stress_trait
#					value = flag:hashishiyah
#				}
#			}
#		}
#	}
#
#	option = { # You gotta straighten up
#		name = tgp_dynastic_cycle_events.0010.a
#		switch = {
#			trigger = var:stress_trait
#			flag:drunkard = {
#				scope:disciple = { add_trait = drunkard }
#			}
#			flag:flagellant = {
#				scope:disciple = { add_trait = flagellant }
#			}
#			flag:contrite = {
#				scope:disciple = { add_trait = contrite }
#			}
#			flag:rakish = {
#				scope:disciple = { add_trait = rakish }
#			}
#			flag:hashishiyah = {
#				scope:disciple = { add_trait = hashishiyah }
#			}
#		}
#		scope:disciple = { add_stress = major_stress_impact_gain }
#		change_influence = medium_influence_gain
#		stress_impact = {
#			callous = medium_stress_impact_loss
#			compassionate = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				has_trait = callous
#				factor = 2
#			}
#			modifier = {
#				has_trait = compassionate
#				factor = 0
#			}
#		}
#	}
#
#	option = { # Comfort them
#		name = tgp_dynastic_cycle_events.0010.b
#		if = {
#			limit = {
#				can_add_hook = {
#					type = favor_hook
#					target = scope:disciple
#				}
#			}
#			add_hook = {
#				type = favor_hook
#				target = scope:disciple
#			}
#		}
#		scope:disciple = { add_stress = medium_stress_impact_loss }
#		stress_impact = {
#			compassionate = major_stress_impact_loss
#			callous = major_stress_impact_gain
#			sadistic = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				OR = {
#					has_trait = callous
#					has_trait = sadistic
#				}
#				factor = 0
#			}
#			modifier = {
#				has_trait = compassionate
#				factor = 2
#			}
#		}
#	}
#
#	option = { # Instability is actually good
#		name = tgp_dynastic_cycle_events.0010.c
#		gain_appropriate_lifestyle_medium_xp_effect = yes
#		scope:disciple = {
#			gain_appropriate_lifestyle_medium_xp_effect = yes
#			add_stress = medium_stress_impact_gain
#		}
#		stress_impact = {
#			content = medium_stress_impact_loss
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				has_trait = content
#				factor = 2
#			}
#		}
#	}
#}
#
## Rowdy peasants steal food during instability
#tgp_dynastic_cycle_events.0020 = {
#	type = character_event
#	title = tgp_dynastic_cycle_events.0020.t
#	desc = tgp_dynastic_cycle_events.0020.desc
#	left_portrait = {
#		character = root
#		animation = japanese_war_fan
#		camera = camera_event_very_left
#	}
#	right_portrait = {
#		character = scope:marshal
#		animation = relaxed_spear
#	}
#	theme = dynastic_cycle
#	override_background = { reference = throne_room }
#	cooldown = { years = 10 }
#
#	trigger = {
#		is_available_adult = yes
#		has_tgp_dlc_trigger = yes
#		government_has_flag = government_is_celestial
#		situation:dynastic_cycle ?= {
#			situation_current_phase = situation_dynastic_cycle_phase_instability
#		}
#		any_held_county = {
#			county_control >= low_county_control
#		}
#	}
#
#	immediate = {
#		situation:dynastic_cycle = { save_scope_as = my_situation }
#		top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
#		if = {
#			limit = {
#				exists = cp:councillor_marshal
#				cp:councillor_marshal = { is_available_healthy_ai_adult = yes }
#			}
#			cp:councillor_marshal = { save_scope_as = marshal }
#		}
#		else_if = {
#			limit = {
#				any_knight = { is_available_healthy_ai_adult = yes }
#			}
#			ordered_knight = {
#				limit = { is_available_healthy_ai_adult = yes }
#				order_by = martial
#				save_scope_as = marshal
#			}
#		}
#		else = {
#			hidden_effect_new_object = {
#				create_character = {
#					template = knight
#					dynasty = none
#					location = root.location
#					culture = root.location.culture
#					faith = root.location.faith
#					gender_female_chance = root_soldier_female_chance
#					save_scope_as = marshal
#				}
#			}
#		}
#		scope:marshal = {
#			assign_quirk_effect = yes
#			add_character_flag = need_military_outfit
#			hidden_effect = {
#				if = {
#					limit = {
#						NOR = {
#							is_courtier_of = root
#							is_vassal_of = root
#						}
#
#					}
#					root = { add_courtier = prev }
#				}
#			}
#		}
#		random_held_county = {
#			limit = { county_control >= low_county_control }
#			change_county_control = major_county_control_loss
#			save_scope_as = peasant_county
#		}
#	}
#
#	option = { # Execute them
#		name = tgp_dynastic_cycle_events.0020.a
#		trigger = {
#			has_focus = intrigue_intimidation_focus
#		}
#		reason = lifestyle_focus
#		add_internal_flag = special
#		add_dread = major_dread_gain
#		scope:peasant_county = {
#			add_county_modifier = {
#				modifier = tgp_executed_peasants_county_modifier
#				years = 10
#			}
#			change_county_control = medium_county_control_gain
#		}
#		stress_impact = {
#			callous = medium_stress_impact_loss
#			compassionate = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				has_trait = callous
#				factor = 2
#			}
#			modifier = {
#				has_trait = compassionate
#				factor = 0
#			}
#		}
#	}
#
#	option = { # Pay money to make Increase County Control better
#		name = tgp_dynastic_cycle_events.0020.b
#		pay_treasury_or_gold = {
#			target = scope:marshal
#			value = major_treasury_or_gold_value
#		}
#		scope:peasant_county = { change_county_control = medium_county_control_gain }
#		stress_impact = {
#			greedy = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				OR = {
#					has_trait = greedy
#					treasury_or_gold <= massive_treasury_or_gold_value
#				}
#				factor = 0
#			}
#		}
#	}
#
#	option = { # What can you do
#		name = tgp_dynastic_cycle_events.0020.c
#		stress_impact = {
#			lazy = medium_stress_impact_loss
#			diligent = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				has_trait = lazy
#				factor = 2
#			}
#			modifier = {
#				has_trait = diligent
#				factor = 0
#			}
#		}
#	}
#}
#
## In this time of Expansion you should become a Military Governor
#tgp_dynastic_cycle_events.0030 = {
#	type = character_event
#	title = tgp_dynastic_cycle_events.0030.t
#	desc = tgp_dynastic_cycle_events.0030.desc
#	left_portrait = {
#		character = root
#		animation = frontend_center_idle
#		camera = camera_event_very_left
#	}
#	right_portrait = {
#		character = scope:marshal
#		animation = celebrate_spear
#	}
#	theme = dynastic_cycle
#	override_background = { reference = courtyard }
#	cooldown = { years = 10 }
#
#	trigger = {
#		is_available_adult = yes
#		has_tgp_dlc_trigger = yes
#		government_has_flag = government_is_celestial
#		situation:dynastic_cycle ?= {
#			situation_current_phase = situation_dynastic_cycle_phase_stability_expansion
#		}
#		NOT = { has_trait_with_flag = military_province } # You are not a Military Governor
#	}
#
#	immediate = {
#		situation:dynastic_cycle = { save_scope_as = my_situation }
#		top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
#		assign_quirk_effect = yes
#		if = {
#			limit = {
#				exists = cp:councillor_marshal
#				cp:councillor_marshal = { is_available_healthy_ai_adult = yes }
#			}
#			cp:councillor_marshal = { save_scope_as = marshal }
#		}
#		else_if = {
#			limit = {
#				any_knight = { is_available_healthy_ai_adult = yes }
#			}
#			ordered_knight = {
#				limit = { is_available_healthy_ai_adult = yes }
#				order_by = martial
#				save_scope_as = marshal
#			}
#		}
#		else = {
#			hidden_effect_new_object = {
#				create_character = {
#					template = knight
#					dynasty = none
#					location = root.location
#					culture = root.location.culture
#					faith = root.location.faith
#					gender_female_chance = root_soldier_female_chance
#					save_scope_as = marshal
#				}
#			}
#		}
#		scope:marshal = {
#			assign_quirk_effect = yes
#			add_character_flag = need_military_outfit
#			hidden_effect = {
#				if = {
#					limit = { NOT = { is_courtier_of = root } }
#					root = { add_courtier = prev }
#				}
#			}
#		}
#	}
#
#	option = { # Let's do it!!!
#		name = tgp_dynastic_cycle_events.0030.a
#		custom_tooltip = {
#			text = change_to_military_career_desc
#			set_variable = {
#				name = appointment_trait_override
#				value = trait:education_martial_1
#			}
#		}
#		add_martial_lifestyle_perk_points = 1
#		add_martial_lifestyle_xp = massive_lifestyle_xp
#		stress_impact = {
#			base = major_stress_impact_gain
#			fickle = major_stress_impact_loss
#			arbitrary = major_stress_impact_loss
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				OR = {
#					has_trait = fickle
#					has_trait = arbitrary
#				}
#				factor = 2
#			}
#		}
#	}
#
#	option = { # Thank you but no
#		name = tgp_dynastic_cycle_events.0030.b
#		custom_tooltip = {
#			text = tgp_movement_events.0001.c.tt
#			give_random_commander_trait_effect = yes
#		}
#		stress_impact = {
#			diligent = major_stress_impact_loss
#			lazy = major_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				has_trait = lazy
#				factor = 0
#			}
#			modifier = {
#				has_trait = diligent
#				factor = 0
#			}
#		}
#	}
#
#	option = { # I am good thanks
#		name = tgp_dynastic_cycle_events.0030.c
#		change_merit = medium_merit_gain
#		stress_impact = {
#			content = medium_stress_impact_loss
#			lazy = medium_stress_impact_loss
#			fickle = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				OR = {
#					has_trait = content
#					has_trait = lazy
#				}
#				factor = 2
#			}
#			modifier = {
#				has_trait = fickle
#				factor = 0
#			}
#		}
#	}
#}
#
## Steward is interested in the Silk Road
#tgp_dynastic_cycle_events.0040 = {
#	type = character_event
#	title = tgp_dynastic_cycle_events.0040.t
#	desc = tgp_dynastic_cycle_events.0040.desc
#	left_portrait = {
#		character = root
#		animation = interested
#	}
#	right_portrait = {
#		character = scope:steward
#		animation = steward
#	}
#	theme = dynastic_cycle
#	override_background = { reference = study }
#	cooldown = { years = 10 }
#
#	trigger = {
#		is_available_adult = yes
#		has_tgp_dlc_trigger = yes
#		government_has_flag = government_is_celestial
#		exists = cp:councillor_steward
#		exists = situation:dynastic_cycle
#		exists = situation:silk_road_situation
#		culture = { culture_has_any_fascination = yes }
#	}
#
#	weight_multiplier = {
#		base = 0.5
#		modifier = {
#			situation:dynastic_cycle ?= {
#				situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
#			}
#			add = 1.5
#		}
#		modifier = {
#			is_ai = yes
#			factor = 0.2
#		}
#	}
#
#	immediate = {
#		situation:dynastic_cycle = { save_scope_as = my_situation }
#		situation:silk_road_situation = { save_scope_as = silk_road_situation }
#		top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
#		assign_quirk_effect = yes
#		cp:councillor_steward = {
#			assign_quirk_effect = yes
#			save_scope_as = steward
#		}
#	}
#
#	option = { # Special option if it's Advancement phase
#		name = tgp_dynastic_cycle_events.0040.a
#		trigger = {
#			situation:dynastic_cycle ?= {
#				situation_current_phase = situation_dynastic_cycle_phase_stability_advancement
#			}
#		}
#		add_internal_flag = special
#		reason = advancement_phase
#		pay_treasury_or_gold = {
#			target = scope:steward
#			value = medium_treasury_or_gold_value
#		}
#		add_stewardship_lifestyle_xp = minor_lifestyle_xp
#		add_character_modifier = {
#			modifier = tgp_silk_road_advancement_modifier
#			years = 15
#		}
#		stress_impact = {
#			greedy = medium_stress_impact_loss
#		}
#		ai_chance = {
#			base = 50
#			modifier = {
#				OR = {
#					has_trait = greedy
#					has_lifestyle = stewardship_lifestyle
#				}
#				factor = 2
#			}
#		}
#	}
#
#	option = { # Invest!
#		name = tgp_dynastic_cycle_events.0040.b
#		pay_treasury_or_gold = {
#			target = scope:steward
#			value = medium_treasury_or_gold_value
#		}
#		culture = { add_fascination_progress = 2.5 }
#		stress_impact = {
#			avaricious = medium_stress_impact_loss
#		}
#		ai_chance = {
#			base = 50
#			modifier = {
#				has_trait = greedy
#				treasury_or_gold <= major_treasury_or_gold_value
#				factor = 0
#			}
#		}
#	}
#
#	option = { # I am good thanks
#		name = tgp_dynastic_cycle_events.0040.c
#
#		stress_impact = {
#			avaricious = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 200
#			modifier = {
#				has_trait = greedy
#				factor = 2
#			}
#			modifier = {
#				has_trait = avaricious
#				factor = 0.5
#			}
#		}
#	}
#}
#
## Debate the Favoured Movement and get ahead of them
#tgp_dynastic_cycle_events.0050 = {
#	type = character_event
#	title = tgp_dynastic_cycle_events.0050.t
#	desc = tgp_dynastic_cycle_events.0050.desc
#	left_portrait = {
#		character = root
#		animation = disapproval
#	}
#	theme = dynastic_cycle
#	override_background = { reference = study }
#	cooldown = { years = 10 }
#
#	trigger = {
#		is_available_adult = yes
#		has_tgp_dlc_trigger = yes
#		government_has_flag = government_is_celestial
#		is_any_movement_member_not_undecided = yes # You are part of a Movement
#		situation:dynastic_cycle ?= { # You are not the Favoured Movement
#			any_participant_group = {
#				exists = var:movement_favored
#				NOT = { participant_group_has_character = root }
#			}
#		}
#		NOT = { has_variable = tgp_debate_discount_var }
#	}
#
#	weight_multiplier = {
#		base = 1
#		modifier = {
#			is_any_movement_leader = yes
#			add = 1
#		}
#	}
#
#	immediate = {
#		situation:dynastic_cycle = {
#			save_scope_as = my_situation
#			random_participant_group = {
#				limit = {
#					has_variable = movement_favored
#				}
#				save_scope_as = favored_movement
#			}
#		}
#		top_participant_group:dynastic_cycle ?= { save_scope_as = my_movement }
#		top_liege = { save_scope_as = top_liege }
#	}
#
#	option = { # Get discount to Debate
#		name = tgp_dynastic_cycle_events.0050.a
#		custom_tooltip = {
#			text = tgp_debate_discount_var_tt
#			set_variable = {
#				name = tgp_debate_discount_var
#				years = 5
#			}
#		}
#		stress_impact = {
#			greedy = medium_stress_impact_loss
#		}
#		ai_chance = {
#			base = 50
#			modifier = {
#				is_any_movement_leader = yes
#				add = 50
#			}
#		}
#	}
#
#	option = { # Just get some Movement Power
#		name = tgp_dynastic_cycle_events.0050.b
#		custom_tooltip = event_increase_movement_power_medium_effect_tooltip
#		scope:my_movement = {
#			event_change_movement_power_effect = {
#				VALUE = event_increase_movement_power_medium_value
#			}
#		}
#		stress_impact = {
#			arrogant = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				has_trait = arrogant
#				factor = 0
#			}
#		}
#	}
#
#	option = { # Focus on yourself
#		name = tgp_dynastic_cycle_events.0050.c
#		change_influence = medium_influence_gain
#		stress_impact = {
#			humble = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			modifier = {
#				has_trait = humble
#				factor = 0
#			}
#		}
#	}
#}
#