namespace = fp2_struggle

### SYSTEM EVENTS #################################################################
## # Parameter Events
## 0001 - 0010	VIP spontaneous relationship management.
## 0011 - 0040	Struggle VIPs spontaneously develop negative relationships with each other.
## 0041 - 0070	Struggle VIPs spontaneously develop postive relationships with each other.
## # Other Events
## 0501 - 0510	Struggle Intro Events
## 0900 - 0999	Struggle ending decision events
### EVENT LIST ####################################################################
## XXXX	- XXXX	YYY by ZZZ
## 1000	- 1000	Stoking the Fire by Ola Jentzsch
## 1001	- 1001	War Widows by Ola Jentzsch
## 1002	- 1002	Andalusian Advancements by Ola Jentzsch
## 1010	- 1012	Soul of Iron by Ola Jentzsch
## 1020	- 1020	Death of a Councilman by Ola Jentzsch
## 1050	- 1050	The Vision by Ola Jentzsch
## 2000 - 2000	Disorderly Market by Hugo Cortell
## 2001 - 2002	Desperate Villagers Seek New Lord by Hugo Cortell
## 2003 - 2003	Lost Migratory Birds by Hugo Cortell
## 2004	- 2005	Ship building event by Hugo Cortell
## 2006	- 2006	The Borders of Faith by Hugo Cortell
## 2007 - 2007	Castle Worthy of Iberia by Hugo Cortell
## 2008 - 2008	Misdeeds of The Chaplain by Hugo Cortell
## 2009 - 2012	Catching Thieves of Myth by Hugo Cortell
## 2013	- 2014	The Secret to Freedom by Hugo Cortell
## 2015	- 2016	Letter on The Back by Hugo Cortell
## 2021	- 2022	RETURN OF THE THIEF KING by Hugo Cortell
## 3001	- 3010	The Price of War by Veronica Pazos
## 3011	- 3020	Order of the Hatchet by Veronica Pazos
## 3021	- 3030	The Wrath of Heaven by Veronica Pazos
###################################################################################
#
## Setting AI Intent
#fp2_struggle.0003 = {
#	hidden = yes
#	scope = none
#	scope = struggle
#
#	trigger = { # Should not need this, but, redundancy check!
#		exists = struggle:iberian_struggle
#		struggle:iberian_struggle = { any_involved_ruler = { } } # For when the conflict is ongoing but nobody is left to fight it
#	}
#
#	immediate = {
#		# prepare needed variables; they will be destroyed at the end of the immediate
#		set_variable = {
#			name = agents_for_escalation
#			value = 0
#		}
#		set_variable = {
#			name = agents_for_deescalation
#			value = 0
#		}
#
#		# Go through the characters to distribute them between the potential transitions
#		struggle:iberian_struggle = {
#			every_involved_ruler = {
#				limit = { is_alive = yes }
#				#######################
#				# Play cue track
#				######################
#				if = {
#					limit = { is_ai = no }
#					play_music_cue = "mx_Struggle_Opening"
#				}
#
#				#######################
#				# Check existing flags
#				######################
#				if = {
#					limit = { has_character_flag = agenda_towards_escalation }
#					root = {
#						change_variable = {
#							name = agents_for_escalation
#							add = 1
#						}
#					}
#				}
#				else_if = {
#					limit = { has_character_flag = agenda_towards_deescalation }
#					root = {
#						change_variable = {
#							name = agents_for_deescalation
#							add = 1
#						}
#					}
#				}
#				else = { # Set a flag
#					#############################
#					# Current Phase: Opportunity
#					#############################
#					if = {
#						limit = { root = { is_struggle_phase = struggle_iberia_phase_opportunity } }
#						random_list = {
#							# Working towards Hostility
#							# It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
#							100 = {
#								# Odds modifiers
#								fp2_struggle_set_ai_agenda_common_modifiers = {
#									PHASE = hostility
#									INTENT = escalation
#								}
#
#								# Apply effects
#								fp2_struggle_apply_ai_agenda_effect = {
#									INTENT = escalation
#								}
#							}
#							# Working towards Conciliation
#							100 = {
#								# Odds modifiers
#								fp2_struggle_set_ai_agenda_common_modifiers = {
#									PHASE = conciliation
#									INTENT = deescalation
#								}
#
#								# Apply effects
#								fp2_struggle_apply_ai_agenda_effect = {
#									INTENT = deescalation
#								}
#							}
#						}
#					}
#
#					#############################
#					# Current Phase: Hostility
#					#############################
#					if = {
#						limit = { root = { is_struggle_phase = struggle_iberia_phase_hostility } }
#						random_list = {
#							# Working towards Hostility: it means that the character wants to stay in
#							100 = {
#								# Odds modifiers
#								fp2_struggle_set_ai_agenda_common_modifiers = {
#									PHASE = hostility
#									INTENT = escalation
#								}
#
#								# Apply effects
#								fp2_struggle_apply_ai_agenda_effect = {
#									INTENT = escalation
#								}
#							}
#							# Working towards Compromise
#							100 = {
#								# Odds modifiers
#								fp2_struggle_set_ai_agenda_common_modifiers = {
#									PHASE = compromise
#									INTENT = deescalation
#								}
#
#								# Apply effects
#								fp2_struggle_apply_ai_agenda_effect = {
#									INTENT = deescalation
#								}
#							}
#						}
#					}
#
#					#############################
#					# Current Phase: Compromise
#					#############################
#					if = {
#						limit = { root = { is_struggle_phase = struggle_iberia_phase_compromise } }
#						random_list = {
#
#							# Working towards Opportunity
#							100 = {
#								# Odds modifiers
#								fp2_struggle_set_ai_agenda_common_modifiers = {
#									PHASE = opportunity
#									INTENT = escalation
#								}
#
#								# Apply effects
#								fp2_struggle_apply_ai_agenda_effect = {
#									INTENT = escalation
#								}
#							}
#							# Working towards Compromise: they want to stay in the same phase
#							100 = {
#								# Odds modifiers
#								fp2_struggle_set_ai_agenda_common_modifiers = {
#									PHASE = compromise
#									INTENT = deescalation
#								}
#
#								# Apply effects
#								fp2_struggle_apply_ai_agenda_effect = {
#									INTENT = deescalation
#								}
#							}
#						}
#					}
#
#					#############################
#					# Current Phase: Conciliation
#					#############################
#					if = {
#						limit = { root = { is_struggle_phase = struggle_iberia_phase_conciliation } }
#						random_list = {
#							# Working towards Compromise
#							100 = {
#								# Odds modifiers
#								fp2_struggle_set_ai_agenda_common_modifiers = {
#									PHASE = compromise
#									INTENT = escalation
#								}
#
#								# Apply effects
#								fp2_struggle_apply_ai_agenda_effect = {
#									INTENT = escalation
#								}
#							}
#							# Working towards Conciliation: they want to stay in the same phase
#							100 = {
#								# Odds modifiers
#								fp2_struggle_set_ai_agenda_common_modifiers = {
#									PHASE = conciliation
#									INTENT = deescalation
#								}
#
#								# Apply effects
#								fp2_struggle_apply_ai_agenda_effect = {
#									INTENT = deescalation
#								}
#							}
#						}
#					}
#				}
#			}
#		}
#
#		# Clean variables
#		remove_variable = agents_for_escalation
#		remove_variable = agents_for_deescalation
#	}
#}
#
## Set AI Intent on join
#fp2_struggle.004 = {
#	hidden = yes
#	scope = none
#
#	immediate = {
#		set_variable = {
#			name = agents_for_escalation
#			value = 0
#		}
#		set_variable = {
#			name = agents_for_deescalation
#			value = 0
#		}
#
#		############################
#		# Update the variables
#		############################
#		every_character_struggle = {
#			every_involved_ruler = {
#				limit = { is_alive = yes }
#				if = {
#					limit = { has_character_flag = agenda_towards_escalation }
#					root = {
#						change_variable = {
#							name = agents_for_escalation
#							add = 1
#						}
#					}
#				}
#				else_if = {
#					limit = { has_character_flag = agenda_towards_deescalation }
#					root = {
#						change_variable = {
#							name = agents_for_deescalation
#							add = 1
#						}
#					}
#				}
#			}
#		}
#
#		if = {
#			limit = {
#				NOR = {
#					has_character_flag = agenda_towards_escalation
#					has_character_flag = agenda_towards_deescalation
#				}
#			}
#
#			#############################
#			# Current Phase: Opportunity
#			#############################
#			if = {
#				limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_opportunity } }
#				random_list = {
#					# Working towards Hostility
#					# It should be for characters looking for direct conflicts and domination, with the will and ability to expand their realms
#					100 = {
#						# Odds modifiers
#						fp2_struggle_set_ai_agenda_common_modifiers = {
#							PHASE = hostility
#							INTENT = escalation
#						}
#
#						# Apply effects
#						fp2_struggle_apply_ai_agenda_effect = {
#							INTENT = escalation
#						}
#					}
#					# Working towards Conciliation
#					100 = {
#						# Odds modifiers
#						fp2_struggle_set_ai_agenda_common_modifiers = {
#							PHASE = conciliation
#							INTENT = deescalation
#						}
#
#						# Apply effects
#						fp2_struggle_apply_ai_agenda_effect = {
#							INTENT = deescalation
#						}
#					}
#				}
#			}
#
#			#############################
#			# Current Phase: Hostility
#			#############################
#			if = {
#				limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_hostility } }
#				random_list = {
#					# Working towards Hostility: it means that the character wants to stay in
#					100 = {
#						# Odds modifiers
#						fp2_struggle_set_ai_agenda_common_modifiers = {
#							PHASE = hostility
#							INTENT = escalation
#						}
#
#						# Apply effects
#						fp2_struggle_apply_ai_agenda_effect = {
#							INTENT = escalation
#						}
#					}
#					# Working towards Compromise
#					100 = {
#						# Odds modifiers
#						fp2_struggle_set_ai_agenda_common_modifiers = {
#							PHASE = compromise
#							INTENT = deescalation
#						}
#
#						# Apply effects
#						fp2_struggle_apply_ai_agenda_effect = {
#							INTENT = deescalation
#						}
#					}
#				}
#			}
#
#			#############################
#			# Current Phase: Compromise
#			#############################
#			if = {
#				limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_compromise } }
#				random_list = {
#
#					# Working towards Opportunity
#					100 = {
#						# Odds modifiers
#						fp2_struggle_set_ai_agenda_common_modifiers = {
#							PHASE = opportunity
#							INTENT = escalation
#						}
#
#						# Apply effects
#						fp2_struggle_apply_ai_agenda_effect = {
#							INTENT = escalation
#						}
#					}
#					# Working towards Compromise: they want to stay in the same phase
#					100 = {
#						# Odds modifiers
#						fp2_struggle_set_ai_agenda_common_modifiers = {
#							PHASE = compromise
#							INTENT = deescalation
#						}
#
#						# Apply effects
#						fp2_struggle_apply_ai_agenda_effect = {
#							INTENT = deescalation
#						}
#					}
#				}
#			}
#
#			#############################
#			# Current Phase: Conciliation
#			#############################
#			if = {
#				limit = { any_character_struggle = { is_struggle_phase = struggle_iberia_phase_conciliation } }
#				random_list = {
#					# Working towards Compromise
#					100 = {
#						# Odds modifiers
#						fp2_struggle_set_ai_agenda_common_modifiers = {
#							PHASE = compromise
#							INTENT = escalation
#						}
#
#						# Apply effects
#						fp2_struggle_apply_ai_agenda_effect = {
#							INTENT = escalation
#						}
#					}
#					# Working towards Conciliation: they want to stay in the same phase
#					100 = {
#						# Odds modifiers
#						fp2_struggle_set_ai_agenda_common_modifiers = {
#							PHASE = conciliation
#							INTENT = deescalation
#						}
#
#						# Apply effects
#						fp2_struggle_apply_ai_agenda_effect = {
#							INTENT = deescalation
#						}
#					}
#				}
#			}
#		}
#
#		# Clean variables
#		remove_variable = agents_for_escalation
#		remove_variable = agents_for_deescalation
#	}
#}

###################################
# Iberian Struggle Intro Events
# 0501 - 599
###################################
#fp2_struggle.0501 = { # Fullscreen Intro Event
#	type = character_event
#	window = fullscreen_event
#	title = fp2_struggle.0501.t
#	desc = {
#		desc = fp2_struggle.0501.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					any_character_struggle = {
#						involvement = involved
#						is_struggle_type = iberian_struggle
#					}
#				}
#				desc = fp2_struggle.0501.desc.involved
#			}
#			triggered_desc = {
#				trigger = {
#					any_character_struggle = {
#						involvement = interloper
#						is_struggle_type = iberian_struggle
#					}
#				}
#				desc = fp2_struggle.0501.desc.interloper
#			}
#		}
#	}
#	theme = realm
#	trigger = { # we need to prevent this from firing for all players when a new player joins in MP
#		is_ai = no
#		NOT = { has_character_flag = fp2_struggle_intro_event_flag }
#		fp2_character_any_involvement_iberian_struggle_trigger = yes
# 	}
#	override_background = { reference = fp2_fullscreen_intro }
#	override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_animate" }
#
#	cooldown = { years = 100 }
#
#	widgets = {
#		widget = {
# 			gui = "event_window_widget_struggle_info"
# 			container = "dynamic_content_widget"
# 			controller = struggle_info
# 			setup_scope = { struggle:iberian_struggle = { save_scope_as = struggle } }
#		}
#	}
#	immediate = {
#		play_music_cue = "mx_Struggle_Opening"
#		add_character_flag = fp2_struggle_intro_event_flag
#		save_scope_value_as = {
#			name = start
#			value = yes
#		}
#	}
#	option = {
#		name = fp2_struggle.0501.a
#		clicksound = "event:/DLC/FP2/SFX/UI/fp2_struggle_start_select"
#	}
#}
#
####################################
## Struggle Endings
## by Joe Parkin
## 0900-0912
####################################
#fp2_struggle.0900 = { # Hostility
#	type = character_event
#	window = fullscreen_event
#	title = fp2_struggle.0900.t
#	desc = {
#		first_valid = {
#		    triggered_desc = {
#		        trigger = {
#					culture = {
#						OR = {
#							this = culture:basque
#							any_parent_culture = { this = culture:basque }
#							has_cultural_pillar = language_basque
#						}
#					}
#		        }
#		        desc = fp2_struggle.0900.opening.basque
#		    }
#		    triggered_desc = {
#		        trigger = {
#					culture = {
#						OR = {
#							this = culture:andalusian
#							any_parent_culture = { this = culture:andalusian }
#							has_cultural_pillar = language_arabic
#						}
#					}
#		        }
#		        desc = fp2_struggle.0900.opening.andalusian
#		    }
#		    triggered_desc = {
#		        trigger = {
#					culture = { has_cultural_pillar = heritage_iberian }
#		        }
#		        desc = fp2_struggle.0900.opening.iberian
#		    }
#		    desc = fp2_struggle.0900.opening
#		}
#		desc = fp2_struggle.0900.desc
#	}
#	theme = court
#	override_background = { reference = fp2_fullscreen_hostility }
#	override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" }
#
#	immediate = {
#		# Add all involved rulers to a list, for ping event
#		play_music_cue = "mx_Struggle_ending_hostility"
#		fp2_struggle_ending_involved_list_effect = yes
#		give_nickname = nick_the_conquistador
#		dynasty = { add_dynasty_prestige = 10000 }
#	}
#
#	# Faith victory
#	option = {
#		name = fp2_struggle.0900.a
#		if = {
#			limit = { exists = house }
#			house = {
#				add_house_modifier = {
#					modifier = fp2_struggle_hostility_house_faith_modifier
#				}
#			}
#		}
#		# Piety reward for faith victory
#		add_piety = 1000
#		custom_description_no_bullet = { text = fp2_struggle_house_tt }
#		custom_tooltip = fp2_struggle_hostility_holy_cb_tt
#		custom_tooltip = fp2_struggle_hostility_conversion_holy_tt
#		stress_impact = {
#			cynical = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_zeal = 1
#			}
#		}
#	}
#
#	# Culture victory
#	option = {
#		name = fp2_struggle.0900.b
#		# Renown reward for culture victory
#		if = {
#			limit = { exists = house }
#			dynasty = { add_dynasty_prestige = 1000 }
#			house = {
#				add_house_modifier = {
#					modifier = fp2_struggle_hostility_house_culture_modifier
#				}
#			}
#		}
#		custom_description_no_bullet = { text = fp2_struggle_house_tt }
#		custom_tooltip = fp2_struggle_hostility_culture_cb_tt
#		custom_tooltip = fp2_struggle_hostility_conversion_culture_tt
#		# All Involved cultures lose acceptance of each other
#		custom_tooltip = {
#			text = fp2_struggle_hostility_culture_tt
#			fp2_struggle_hostility_cultural_acceptance_effect = yes
#		}
#		stress_impact = {
#			humble = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#		}
#	}
#
#	# Combined victory
#	option = {
#		name = fp2_struggle.0900.c
#		# Reduced renown and piety rewards for combined
#		if = {
#			limit = { exists = house }
#			house = {
#				add_house_modifier = {
#					modifier = fp2_struggle_hostility_house_combined_modifier
#					years = 200
#				}
#			}
#		}
#		add_prestige = 3000
#		custom_description_no_bullet = { text = fp2_struggle_house_tt }
#		custom_tooltip = fp2_struggle_hostility_holy_cb_tt
#		custom_tooltip = culture_parameter_cb_lower_piety_level_requirement
#		custom_tooltip = fp2_struggle_hostility_culture_cb_tt
#		custom_tooltip = fp2_struggle_hostility_conversion_holy_tt
#		custom_tooltip = fp2_struggle_hostility_conversion_culture_tt
#		# All Involved cultures lose acceptance of each other
#		custom_tooltip = {
#			text = fp2_struggle_hostility_culture_large_tt 
#			fp2_struggle_hostility_cultural_acceptance_large_effect = yes
#		}
#		stress_impact = {
#			humble = medium_stress_impact_gain
#			cynical = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 100
#			ai_value_modifier = {
#				ai_zeal = 2
#				ai_boldness = 1
#			}
#		}
#	}
#
#	after = {
#		# Notify & End Struggle
#		save_scope_as = fp2_loc_struggle_ender # Loc used to use root, this fixes it
#		every_player = {
#			limit = { fp2_does_this_player_care_about_the_fate_of_iberia = yes } # Needs to be checked before the struggle ends due to race condition issues
#			add_to_list = player_to_notify # Making a list so stuff is tiggered after the struggle ends, to make extra sure I don't break anything.
#		}
#
#		struggle:iberian_struggle = { end_struggle = struggle_iberia_ending_hostility_decision }
#		every_in_list = { # Then we *actually* notify palyers, making sure the struggle has already ended
#			list = player_to_notify
#			trigger_event = fp2_struggle.0910
#		}
#	}
#}
#
#fp2_struggle.0910 = {
#	type = character_event
#	window = fullscreen_event
#	title = fp2_struggle.0900.t
#	desc = {
#		first_valid = {
#		    triggered_desc = {
#		        trigger = { is_in_list = struggle_involvees }
#		        desc = fp2_struggle.0910.opening.involved
#		    }
#		    desc = fp2_struggle.0910.opening
#		}
#		desc = fp2_struggle.0910.desc
#		first_valid = {
#		    triggered_desc = {
#		        trigger = {
#		        	scope:struggle_ender.house = { has_house_modifier = fp2_struggle_hostility_house_faith_modifier }
#		        }
#		        desc = fp2_struggle.0910.closing.faith
#		    }
#		    triggered_desc = {
#		        trigger = {
#		        	scope:struggle_ender.house = { has_house_modifier = fp2_struggle_hostility_house_culture_modifier }
#		        }
#		        desc = fp2_struggle.0910.closing.culture
#		    }
#		    desc = fp2_struggle.0910.closing.combined
#		}
#	}
#	theme = court
#	override_background = { reference = fp2_fullscreen_hostility }
#	override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" }
#
#	immediate = {
#		play_music_cue = "mx_Struggle_ending_hostility"
#		##### Major Effects #####
#		show_as_tooltip = {
#			scope:struggle_ender = {
#				#dynasty = { add_dynasty_prestige = 10000 }
#				fp2_struggle_hostility_ender_effect = yes
#			}
#		}
#		# Hispania is available!
#		custom_tooltip = fp2_struggle_can_create_empire_of_hispania_tt 
#		# Choose Holy War boost, Culture War boost, or both
#		scope:struggle_ender.house = {
#			switch = {
#				trigger = has_house_modifier
#				fp2_struggle_hostility_house_faith_modifier = {
#					show_as_tooltip = { add_house_modifier = fp2_struggle_hostility_house_faith_modifier }
#					custom_description_no_bullet = { text = fp2_struggle_house_tt }
#					custom_tooltip = fp2_struggle_hostility_holy_cb_tt
#				}
#				fp2_struggle_hostility_house_culture_modifier = {
#					show_as_tooltip = { add_house_modifier = fp2_struggle_hostility_house_culture_modifier }
#					custom_description_no_bullet = { text = fp2_struggle_house_tt }
#					custom_tooltip = fp2_struggle_hostility_culture_cb_tt
#					custom_tooltip = fp2_struggle_hostility_culture_tt
#				}
#				fp2_struggle_hostility_house_combined_modifier = {
#					show_as_tooltip = { add_house_modifier = fp2_struggle_hostility_house_combined_modifier }
#					custom_description_no_bullet = { text = fp2_struggle_house_tt }
#					custom_tooltip = fp2_struggle_hostility_holy_cb_tt
#					custom_tooltip = fp2_struggle_hostility_culture_cb_tt
#					custom_tooltip = fp2_struggle_hostility_culture_large_tt
#				}
#			}
#		}
#	}
#
#	# Ok
#	option = {
#		name = {
#			text = fp2_struggle.0910.a
#			trigger = { is_in_list = struggle_involvees }
#		}
#		name = {
#			text = fp2_struggle.0910.b
#			trigger = {
#				NOT = { is_in_list = struggle_involvees }
#			}
#		}
#	}
#}
#
#fp2_struggle.0901 = { # Compromise
#	type = character_event
#	window = fullscreen_event
#	title = fp2_struggle.0901.t
#	desc = {
#		first_valid = {
#		    triggered_desc = {
#		        trigger = {
#					culture = {
#						OR = {
#							this = culture:basque
#							any_parent_culture = { this = culture:basque }
#							has_cultural_pillar = language_basque
#						}
#					}
#		        }
#		        desc = fp2_struggle.0900.opening.basque
#		    }
#		    triggered_desc = {
#		        trigger = {
#					culture = {
#						OR = {
#							this = culture:andalusian
#							any_parent_culture = { this = culture:andalusian }
#							has_cultural_pillar = language_arabic
#						}
#					}
#		        }
#		        desc = fp2_struggle.0900.opening.andalusian
#		    }
#		    triggered_desc = {
#		        trigger = {
#					culture = { has_cultural_pillar = heritage_iberian }
#		        }
#		        desc = fp2_struggle.0900.opening.iberian
#		    }
#		    desc = fp2_struggle.0900.opening
#		}
#		desc = fp2_struggle.0901.desc
#	}
#	theme = court
#	override_background = { reference = fp2_fullscreen_compromise }
#	override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" }
#
#	immediate = {
#		play_music_cue = "mx_Struggle_ending_compromise"
#		# Independent/Split De Jure Duchies will become De Jure Kingdoms
#		if = {
#			limit = {
#				title:e_spain = {
#					any_in_de_jure_hierarchy = { fp2_struggle_ending_compromise_independent_duchy_trigger = yes }
#				}
#			}
#			custom_tooltip = {
#				text = fp2_struggle_compromise_create_new_kingdoms_tt
#				fp2_struggle_compromise_duchies_to_kingdoms_effect = yes
#			}
#		}
#		# Move duchies to right kingdoms
#		fp2_struggle_compromise_transfer_duchies_effect = yes
#		# Turn kingdoms to empires
#		fp2_struggle_compromise_kingdoms_to_empires_effect = yes
#		# distribute small kingdoms
#		fp2_struggle_compromise_distribute_kingdoms_to_neighbouring_empires_effect = yes
#		# assign the new title to existing characters
#		fp2_struggle_compromise_distribute_the_actual_titles = yes
#
#		# Set up truces
#		fp2_struggle_compromise_truce_effect = yes
#
#		##### Major Effects #####
#		fp2_struggle_compromise_ender_effect = yes
#		
#		# Tooltips!
#		fp2_struggle_compromise_tooltip_effect = yes
#
#		##### Minor Effects #####
#		# Self-sufficiency modifiers for each independent realm
#		fp2_struggle_compromise_modifier_rewards_effect = yes
#		set_global_variable = {
#			name = fp2_struggle_compromise_ending
#			value = yes
#		}
#		# Add all involved rulers to a list, for ping event
#		fp2_struggle_ending_involved_list_effect = yes
#	}
#
#	# Ok
#	option = {
#		name = fp2_struggle.0901.a
#		if = {
#			limit = {
#				any_in_list = {
#					list = kingdom_empire
#					this = root.primary_title
#				}
#			}
#			custom_tooltip = fp2_struggle.0901.tt
#		}
#	}
#
#	after = {
#		stress_impact = {
#			arrogant = medium_stress_impact_gain
#		}
#
#		# Notify & End Struggle
#		save_scope_as = fp2_loc_struggle_ender # Loc used to use root, this fixes it
#		every_player = {
#			limit = { fp2_does_this_player_care_about_the_fate_of_iberia = yes } # Needs to be checked before the struggle ends due to race condition issues
#			add_to_list = player_to_notify # Making a list so stuff is tiggered after the struggle ends, to make extra sure I don't break anything.
#		}
#
#		struggle:iberian_struggle = { end_struggle = struggle_iberia_ending_compromise_decision }
#		every_in_list = { # Then we *actually* notify palyers, making sure the struggle has already ended
#			list = player_to_notify
#			trigger_event = fp2_struggle.0911
#		}
#	}
#}
#
#fp2_struggle.0911 = {
#	type = character_event
#	window = fullscreen_event
#	title = fp2_struggle.0901.t
#	desc = {
#		first_valid = {
#		    triggered_desc = {
#		        trigger = { is_in_list = struggle_involvees }
#		        desc = fp2_struggle.0910.opening.involved
#		    }
#		    desc = fp2_struggle.0910.opening
#		}
#		desc = fp2_struggle.0911.desc
#	}
#	theme = court
#	override_background = { reference = fp2_fullscreen_compromise }
#	override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" }
#
#	immediate = {
#		play_music_cue = "mx_Struggle_ending_compromise"
#		##### Major Effects #####
#		show_as_tooltip = {
#			scope:struggle_ender = { fp2_struggle_compromise_ender_effect = yes }
#		}
#		# Independent/Split De Jure Duchies will become De Jure Kingdoms
#		custom_tooltip = fp2_struggle_compromise_create_new_kingdoms_tt
#		# RIP Hispania
#		fp2_struggle_compromise_tooltip_effect = yes
#
#		##### Minor Effects #####
#		if = {
#			limit = {
#				any_in_list = {
#					list = kingdom_empire
#					OR = {
#						this = root.primary_title
#						this = root.primary_title.de_jure_liege
#						this = root.primary_title.de_jure_liege.de_jure_liege
#					}
#				}
#			}
#			custom_tooltip = fp2_struggle.0901.tt
#		}
#		if = {
#			limit = { is_in_list = struggle_involvees }
#			show_as_tooltip = {
#				fp2_struggle_compromise_modifier_rewards_personal_house_effect = yes
#				fp2_struggle_compromise_modifier_rewards_personal_county_effect = yes
#			}
#		}
#	}
#
#	# Ok
#	option = {
#		name = {
#			text = fp2_struggle.0911.a
#			trigger = { is_in_list = struggle_involvees }
#		}
#		name = {
#			text = fp2_struggle.0910.b
#			trigger = {
#				NOT = { is_in_list = struggle_involvees }
#			}
#		}
#	}
#}
#
#fp2_struggle.0902 = { # Conciliation
#	type = character_event
#	window = fullscreen_event
#	title = fp2_struggle.0902.t
#	desc = {
#		first_valid = {
#		    triggered_desc = {
#		        trigger = {
#					culture = {
#						OR = {
#							this = culture:basque
#							any_parent_culture = { this = culture:basque }
#							has_cultural_pillar = language_basque
#						}
#					}
#		        }
#		        desc = fp2_struggle.0900.opening.basque
#		    }
#		    triggered_desc = {
#		        trigger = {
#					culture = {
#						OR = {
#							this = culture:andalusian
#							any_parent_culture = { this = culture:andalusian }
#							has_cultural_pillar = language_arabic
#						}
#					}
#		        }
#		        desc = fp2_struggle.0900.opening.andalusian
#		    }
#		    triggered_desc = {
#		        trigger = {
#					culture = { has_cultural_pillar = heritage_iberian }
#		        }
#		        desc = fp2_struggle.0900.opening.iberian
#		    }
#		    desc = fp2_struggle.0900.opening
#		}
#		desc = fp2_struggle.0902.desc
#	}
#	theme = court
#	override_background = { reference = fp2_fullscreen_conciliation }
#	override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" }
#
#	immediate = {
#		play_music_cue = "mx_Struggle_ending_conciliation"
#		set_global_variable = {
#			name = fp2_struggle_conciliation_ending
#			value = yes
#		}
#		# Add all involved rulers to a list, for ping event
#		fp2_struggle_ending_involved_list_effect = yes
#
#		# Add all involved cultures with counties to a list, for marriage and holy war checks
#		fp2_struggle_ending_culture_list_effect = yes
#
#		# Change cultural acceptance
#		fp2_struggle_conciliation_cultural_acceptance_effect = yes
#
#		##### Major Effects #####
#		fp2_struggle_conciliation_ender_effect = yes
#		fp2_struggle_conciliation_tooltip_effect = yes
#		fp2_struggle_conciliation_modifier_rewards_effect = yes
#	}
#
#	# 
#	option = {
#		name = fp2_struggle.0902.a
#	}
#
#	after = {
#		stress_impact = {
#			arrogant = medium_stress_impact_gain
#			zealous = medium_stress_impact_gain
#		}
#
#		# Notify & End Struggle
#		save_scope_as = fp2_loc_struggle_ender # Loc used to use root, this fixes it
#		every_player = {
#			limit = { fp2_does_this_player_care_about_the_fate_of_iberia = yes } # Needs to be checked before the struggle ends due to race condition issues
#			add_to_list = player_to_notify # Making a list so stuff is tiggered after the struggle ends, to make extra sure I don't break anything.
#		}
#
#		struggle:iberian_struggle = { end_struggle = struggle_iberia_ending_conciliation_decision }
#		every_in_list = { # Then we *actually* notify palyers, making sure the struggle has already ended
#			list = player_to_notify
#			trigger_event = fp2_struggle.0912
#		}
#	}
#}
#
#fp2_struggle.0912 = {
#	type = character_event
#	window = fullscreen_event
#	title = fp2_struggle.0902.t
#	desc = {
#		first_valid = {
#		    triggered_desc = {
#		        trigger = { is_in_list = struggle_involvees }
#		        desc = fp2_struggle.0910.opening.involved
#		    }
#		    desc = fp2_struggle.0910.opening
#		}
#		desc = fp2_struggle.0912.desc
#	}
#	theme = court
#	override_background = { reference = fp2_fullscreen_conciliation }
#	override_sound = { reference = "event:/DLC/FP2/SFX/UI/fp2_struggle_ui_intro_end_animate" }
#
#	immediate = {
#		play_music_cue = "mx_Struggle_ending_conciliation"
#		##### Major Effects #####
#		show_as_tooltip = {
#			scope:struggle_ender = { fp2_struggle_conciliation_ender_effect = yes }
#		}
#		fp2_struggle_conciliation_tooltip_effect = yes
#
#		##### Minor Effects #####
#		# All involved rulers gain diff culture opinion and learn language scheme power
#		if = {
#			limit = { is_in_list = struggle_involvees }
#			show_as_tooltip = { fp2_struggle_conciliation_modifier_rewards_personal_effect = yes }
#		}
#	}
#
#	# Ok
#	option = {
#		name = {
#			text = fp2_struggle.0912.a
#			trigger = { is_in_list = struggle_involvees }
#		}
#		name = {
#			text = fp2_struggle.0910.b
#			trigger = {
#				NOT = { is_in_list = struggle_involvees }
#			}
#		}
#	}
#}
#
####################################
## Stoking the Fire
## By Ola Jentzsch
####################################
#scripted_trigger fp2_struggle_1000_tension_county_trigger = {
#	is_landless_type_title = no
#	any_county_province = { geographical_region = world_europe_west_iberia }
#	faith = { save_temporary_scope_as = compare_faith }
#	root = {
#		faith = {
#			faith_hostility_level = { target = scope:compare_faith value > faith_astray_level }
#		}
#	}
#}
#scripted_trigger fp2_struggle_1000_tension_councillor_trigger = {
#	faith = { this = root.faith }
#	is_available_healthy_ai_adult = yes
#	OR = {
#		has_trait = zealous
#		has_trait = wrathful
#		has_trait = deceitful 
#		has_trait = sadistic
#		has_trait = holy_warrior
#		has_trait = callous
#	}
#	NOR = {
#		has_trait = compassionate
#		has_trait = just
#	}				
#}
#
#fp2_struggle.1000 = {
#	type = character_event
#	title = fp2_struggle.1000.t
#	desc = fp2_struggle.1000.desc
#	theme = dread
#
#	left_portrait = {
#		character = root
#		animation = stress
#	}
#	right_portrait = {
#		character = scope:tension_councillor
#		animation = scheme
#	}
#
#	
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		fp2_character_involved_in_struggle_trigger = yes
#		custom_description = {
#			text = empty_spooky_trigger #This is entirely pointless, but code likes it, so ghost away! 
#			any_held_county = { fp2_struggle_1000_tension_county_trigger = yes }
#			OR = {
#				any_councillor = { fp2_struggle_1000_tension_councillor_trigger = yes }
#				any_vassal = { fp2_struggle_1000_tension_councillor_trigger = yes }
#				exists = cp:councillor_marshal 
#			}
#		}
#		OR = {
#			capital_province = { geographical_region = world_europe_west_iberia }
#			culture = { has_cultural_pillar = heritage_iberian }
#		}
#	}
#
#	cooldown = { #this shouldn't fire too often
#		years = 50
#	}
#
#	immediate = { #We need a province and a suitable councillor; this fixes that. 
#		random_held_county = {
#			limit = { fp2_struggle_1000_tension_county_trigger = yes }
#			save_scope_as = tension_county
#		}
#		if = {
#			limit = {
#				any_councillor = {
#					fp2_struggle_1000_tension_councillor_trigger = yes
#				}
#			}
#			random_councillor = {
#				limit = {
#					fp2_struggle_1000_tension_councillor_trigger = yes
#				}
#				save_scope_as = tension_councillor
#			}
#		}	
#		else_if = {
#			limit = {
#				any_vassal = {
#					fp2_struggle_1000_tension_councillor_trigger = yes
#				}
#			}
#			random_vassal = {
#				limit = {
#					fp2_struggle_1000_tension_councillor_trigger = yes 
#				}
#				save_scope_as = tension_councillor
#			}
#		}
#		else = {
#			random_councillor = {
#				limit = {
#					has_council_position = councillor_marshal
#				}
#				save_scope_as = tension_councillor
#			}
#		}
#		
#		if = { #this code checks if there is an eligible person for the 4th option 
#			limit = {
#				any_vassal = {
#					is_available_healthy_ai_adult = yes
#					faith = scope:tension_county.faith
#				}
#			}
#			random_vassal = {
#				limit = { 
#					is_available_healthy_ai_adult = yes
#					faith = scope:tension_county.faith
#				}	
#				save_scope_as = minority_courtier
#			}
#		}
#		else_if = {
#			limit = {
#				any_courtier = {
#					is_available_healthy_ai_adult = yes
#					faith = scope:tension_county.faith
#	 	 		}
# 	 		}
#			random_courtier = {
#				limit = { 
#					is_available_healthy_ai_adult = yes
#					faith = scope:tension_county.faith
#				}	
#				save_scope_as = minority_courtier
#			}
#		}
#	}
#					
#	option = { #Let us spread some hatred...discreetly.  
#		name = fp2_struggle.1000.a
#
#		ai_chance = { #Cruel and fanatical characters pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_zeal = 1
#           		ai_vengefulness = 0.5  
#            	ai_compassion = -1
#            	ai_honor = -1
#        	}
#   		}
#
#   		stress_impact = {
#			# Righteous characters find this a very unappealing option. 
#			compassionate = medium_stress_impact_gain
#			gallant = medium_stress_impact_gain
#			honest = medium_stress_impact_gain
#			just = medium_stress_impact_gain
#			paragon = medium_stress_impact_gain
#			# As do lazy ones. 
#			lazy = minor_stress_impact_gain
#		}
#
#		scope:tension_councillor = {
#			add_opinion = {
#				target = root
#				opinion = 10
#				modifier = took_my_advice_opinion
#			}
#		}
#
#		 
#		add_character_modifier = {
#			modifier = fanatical_recruits_modifier 
#			years = 10 
#		}
#		
#		duel = { #You try to create a hate campaign - and get away with it. 
#			skill = intrigue
#			value = average_skill_rating
#
#			20 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 2
#				}
#				send_interface_toast = {
#					title = stoke_tension_toast.success
#					left_icon = root
#
#					add_dread = minor_dread_gain
#					
#					scope:tension_county = {
#						add_county_modifier = {
#							modifier = riots_and_murders_province_modifier
#							years = 5
#						}
#					}
#				}
#			}
#
#			20 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -1
#				}
#				send_interface_toast = {
#					title = stoke_tension_toast.failure
#					left_icon = root
#					add_character_modifier = {
#						modifier = hate_monger_modifier
#						years = 10
#					}
#
#					scope:tension_county = {
#						add_county_modifier = {
#							modifier = riots_and_murders_province_modifier
#							years = 5
#						}
#					}
#				}
#			}
#		}
#	}
#
#	option = { #I trust you to handle it 
#		name = fp2_struggle.1000.b
#
#		trigger = {
#			intrigue <= medium_skill_rating 
#		}
#
#		show_unlock_reason = no
#
#		ai_chance = { #Cruel and fanatical characters pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_zeal = 0.5
#           		ai_rationality = 0.2
#            	ai_compassion = -0.5
#            	ai_honor = -1
#        	}
#   		}
#
#   		stress_impact = {
#			# Righteous characters find this a very unappealing option. 
#			compassionate = medium_stress_impact_gain
#			gallant = medium_stress_impact_gain
#			honest = medium_stress_impact_gain
#			just = medium_stress_impact_gain
#			paragon = medium_stress_impact_gain	
#			# As do lazy ones. 
#			lazy = miniscule_stress_impact_gain	
#		}
#
#		if = {
#			limit = {
#				intrigue <= medium_skill_rating
#			}
#			custom_tooltip = bad_intrigue.tt
#		}
#
#		scope:tension_councillor = {
#			if = {
#				limit = {
#					intrigue >= average_skill_level
#				}
#				add_opinion = {
#					target = root
#					opinion = 10
#					modifier = trusted_me_opinion
#				}
#			}
#			else = { 
#				add_opinion = {
#					target = root
#					opinion = -10
#					modifier = unfair_expectations_opinion
#				}
#			}
#		}
#
#		add_character_modifier = {
#			modifier = fanatical_recruits_modifier 
#			years = 10 
#		}
#	
#
#
#		scope:tension_councillor = {
#			duel = {
#			skill = intrigue
#			value = average_skill_rating
#
#				20 = {
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = 2
#					}
#					root = {
#						send_interface_toast = {
#							title = delegated_stoke_tension_toast.success
#							left_icon = scope:tension_councillor
#				
#							scope:tension_county = {
#								add_county_modifier = {
#									modifier = riots_and_murders_province_modifier
#									years = 5
#								}
#							}
#						}
#					}	
#				}
#				20 = {
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = -1
#					}
#					root = {
#						send_interface_toast = {
#							title = stoke_tension_toast.failure
#							left_icon = scope:tension_councillor
#
#							root = {
#								add_character_modifier = {
#									modifier = hate_monger_modifier
#									years = 10
#								}
#							}
#							scope:tension_councillor = {
#								add_character_modifier = {
#									modifier = hate_monger_modifier
#									years = 10
#								}
#							}
#							scope:tension_county = {
#								add_county_modifier = {
#									modifier = riots_and_murders_province_modifier
#									years = 5
#								}
#							}
#						}
#					}
#				}
#			}
#		}
#	}
#
#	option = {  #"No, I shall try to ease the tensions."
#		name = fp2_struggle.1000.c
#
#		ai_chance = { #just and compassionate characters pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_honor = 0.8
#           		ai_compassion = 0.7
#           		ai_rationality = 0.2  
#            	ai_zeal = -0.8
#            	ai_vengefulness = -0.7
#        	}
#   		}
#
#   		stress_impact = {
#			# Aggressive characters find this an unappealing option.
#			wrathful = minor_stress_impact_gain
#			zealous = minor_stress_impact_gain
#			sadistic = minor_stress_impact_gain 
#			vengeful = minor_stress_impact_gain
#			}
#			
#		scope:tension_councillor = {
#			add_opinion = {
#				target = root
#				opinion = -10
#				modifier = disappointed_opinion
#			}
#		}
#
#		duel = {
#			skill = diplomacy
#			value = high_skill_rating
#
#			30 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 2
#				}
#				send_interface_toast = {
#					title = ease_tension_toast.success
#					left_icon = root
#
#					add_character_modifier = {
#						modifier = tolerance_gospel_modifier 
#						years = 10 
#					} 
#					
#					scope:tension_county = {
#						add_county_modifier = {
#							modifier = tensions_eased_province_modifier
#							years = 5
#						}
#					}
#				}
#			}
#			20 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -1
#				}
#				send_interface_toast = {
#					title = ease_tension_toast.failure
#					left_icon = root
#					scope:tension_county = {
#						add_county_modifier = {	
#							modifier = riots_and_murders_province_modifier
#							years = 5
#						}
#					}
#				}
#			}
#		}
#	}   
#	
#	option = { #"If I cannot stop this madness...  
#		name = fp2_struggle.1000.d
#		
#		trigger = { 
#			exists = scope:minority_courtier 
#				
#			scope:tension_county = {
#				this != root.capital_county
#			}
#		}
#
#		ai_chance = { #just and compassionate characters pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_honor = 0.3
#           		ai_compassion = 0.3
#           		ai_rationality = 0.8 
#            	ai_zeal = -0.8
#            	ai_vengefulness = -0.7
#            	ai_greed = -1
#        	}
#   		}
#
#   		stress_impact = {
#			# Aggressive characters find this unappealing
#			wrathful = minor_stress_impact_gain
#			zealous = major_stress_impact_gain
#			sadistic = minor_stress_impact_gain 
#			vengeful = minor_stress_impact_gain
#
#			#As do power-mongers, you're giving away a whole province! 
#			ambitious = minor_stress_impact_gain
#			stubborn = minor_stress_impact_gain
#			greedy = minor_stress_impact_gain
#			arrogant = minor_stress_impact_gain
#			paranoid = minor_stress_impact_gain
#
#		}
#
#		scope:minority_courtier = {
#			add_opinion = {
#				target = root
#				opinion = 20
#				modifier = received_title_county
#			}
#		}
#
#		create_title_and_vassal_change = {
#			type = granted
#			save_scope_as = change
#			add_claim_on_loss = yes
#		}
#
#		scope:tension_county = {
#			change_title_holder = {
#				holder = scope:minority_courtier
#				change = scope:change
#			}
#		}
#
#		resolve_title_and_vassal_change = scope:change
#
#		add_stress = medium_stress_loss
#
#		scope:tension_councillor = {
#			add_opinion = {
#				target = root
#				opinion = -10
#				modifier = disappointed_opinion
#			}
#		}
#
#		scope:tension_county = {
#			add_county_modifier = {
#				modifier = tensions_eased_province_modifier
#				years = 10
#			}
#		}
#	} 		
#}
#
####################################
## War Widows
## By Ola Jentzsch
####################################
## Idea by Isabella welch
####################################
#
#scripted_trigger fp2_struggle.1001_weird_option_traits = { # These, presumably, makes you even more sympathethic to widows and orphans, or likely to take an ill-thought out decision. 
#	OR = {
#		has_character_modifier = associates_with_strange_peasants_modifier	
#		has_trait = bastard
#		has_trait = legitimized_bastard
#		has_trait = intellect_bad_3
#		has_trait = intellect_bad_2
#		has_trait = improvident
#		has_trait = lifestyle_reveler 
#		has_trait = pregnant
#		has_trait = lunatic
#		has_trait = eccentric
#	}
#}
#
#scripted_trigger fp2_struggle.1001_expectant_vassal_or_courtier_traits = { # This is about the personality the pregnant courtier should have to get this idea to begin with 
#	has_trait = pregnant 
#	is_available_ai = yes
#	NOR = {
#		has_trait = callous
#		has_trait = content
#		has_trait = arrogant
#		has_trait = dull
#	}
#}
#
#fp2_struggle.1001 = {
#	type = character_event
#	title = fp2_struggle.1001.t
#	desc = fp2_struggle.1001.desc
#	theme = faith
#	cooldown = { years = 50 }
#
#	left_portrait = {
#		character = root
#		animation = personality_cynical
#	}
#	right_portrait = {
#		character = scope:expectant_courtier
#		animation = happiness
#	}
#	
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		OR = {
#			any_vassal = {
#				fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes
#			}	
#			any_courtier = {
#				fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes
#			}
#		}	
#		gold >= medium_gold_value_check 
#
#		any_truce_target = { }
#	}
#
#	immediate = {
#		random_vassal = { 
#			limit = {
#				fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes
#				is_spouse_of = root	
#			}
#		
#			alternative_limit = {
#				fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes
#				any_player_heir = { is_spouse_of = prev }	
#			}
#			alternative_limit = {
#				fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes
#				is_councillor = yes 	
#			}
#			alternative_limit = {
#				fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes
#				is_powerful_vassal = yes
#			}
#
#			alternative_limit = {
#                fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes
#            }
#            
#			save_scope_as = expectant_courtier
#		} 
#		
#		if = { 
#			limit = {
#				NOT = {
#					exists = scope:expectant_courtier
#				}
#			}
#			random_courtier = { 
#				limit = {
#					fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes
#					is_spouse_of = root	
#				}
#				alternative_limit = {
#					fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes
#					any_player_heir = { is_spouse_of = prev }	
#				}
#				alternative_limit = {
#					fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes
#					is_councillor = yes 	
#				}
#				alternative_limit = {
#					fp2_struggle.1001_expectant_vassal_or_courtier_traits = yes
#				}
#				save_scope_as = expectant_courtier
#			} 
#		}
#	}
#
#	
#
#	option = { #A good idea! I shall create such a fund. 
#		name = fp2_struggle.1001.a
#
#		stress_impact = {
#			# Arrogant or cruel characters find this an unappealing option.
#			arbitrary = medium_stress_impact_gain
#			arrogant = medium_stress_impact_gain
#			sadistic = medium_stress_impact_gain 
#
#			# As do, of course, greedy ones. 
#			greedy = medium_stress_impact_gain
#
#			# As do callous and content ones, to an extent. 
#			callous = minor_stress_impact_gain
#			content = minor_stress_impact_gain 
#
#			# But generous and compassionate characters like it.
#			compassionate = minor_stress_impact_loss
#			generous = medium_stress_impact_loss
#		}	
#
#		ai_chance = { #Just and compassionate characters pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_honor = 0.5
#           		ai_compassion = 1
#            	ai_vengefulness = -0.2
#            	ai_greed = -0.5 
#        	}
#   		}
#
#		remove_treasury_or_gold = major_treasury_or_gold_value 
#
#		scope:expectant_courtier = {
#			add_opinion = {
#				target = root
#				opinion = 20
#				modifier = pleased_opinion
#			}
#		}
#
#		
#		add_character_modifier = {
#			modifier = nursing_salaries_for_single_mothers_modifier 
#			years = 20 
#		} 		
#	}
#
#	option = { #Widows I will support, but not whores! 
#		name = fp2_struggle.1001.b
#		flavor = fp2_struggle.1001.b.tt
#		trigger = {
#			fp2_struggle.1001_weird_option_traits = no
#			trait_is_shunned_or_criminal_in_faith_trigger = {
#				FAITH = faith
#				TRAIT = trait:adulterer
#				GENDER_CHARACTER = dummy_female
#			}
#		}
#
#		stress_impact = {
#			# Truly righteous characters wouldn't say this. 
#			compassionate = minor_stress_impact_gain
#			gallant = minor_stress_impact_gain 
#			generous = minor_stress_impact_gain 
#			humble = minor_stress_impact_gain
#			just = minor_stress_impact_gain 
#
#			# And greedy ones still don't wanna pay up
#			greedy = minor_stress_impact_gain
#		}
#
#		ai_chance = { #Zealous AI characters pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_zeal = 1
#           		ai_compassion = -0.8
#        	}
#   		}
#
#		remove_treasury_or_gold = medium_treasury_or_gold_value
#		add_piety = minor_piety_gain
#		add_character_modifier = {
#			modifier = widows_and_widowers_amazing_funds_modifier
#			years = 20 
#		}
#
#		scope:expectant_courtier = {
#			if = {
#				limit = {
#					has_trait = zealous 
#				}
#				add_opinion = {
#					target = root
#					opinion = 10
#					modifier = pleased_opinion
#				}
#			}
#			else = { 
#				add_opinion = {
#					target = root
#					opinion = -10
#					modifier = slightly_disappointed_opinion
#				}
#			}
#		}
#	}
#
#
#	option = { #But they can come stay at my court! We have food in abundance! 
#		name = fp2_struggle.1001.c
#		flavor = fp2_struggle.1001.c.tt
#		trigger = {
#	 		fp2_struggle.1001_weird_option_traits = yes 
#		}
#
#		stress_impact = {
#			# Cheap or shy character's don't like this
#			greedy = medium_stress_impact_gain
#			shy = medium_stress_impact_gain
#
#			#Nor do those wo really care about the appearance and glory of their courts
#
#			ambitious = minor_stress_impact_gain
#			arrogant = medium_stress_impact_gain
#			temperate = medium_stress_impact_gain
#			august = medium_stress_impact_gain
#			born_in_the_purple = minor_stress_impact_gain 
#
#			# But hypersocial hippies love it
#
#			humble = minor_stress_impact_loss 
#			gregarious = minor_stress_impact_loss 
#			eccentric = minor_stress_impact_loss 
#		}
#
#		ai_chance = { #Deranged or hypersocial but irrational AI characters pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_boldness = 0.5
#           		ai_energy = 0.8
#           		ai_rationality = -0.8
#        	}
#   		}
#
#		scope:expectant_courtier = {
#			if = {
#				limit = {
#					OR = {
#						has_character_modifier = associates_with_strange_peasants_modifier	
#						has_trait = bastard
#						has_trait = legitimized_bastard
#						has_trait = intellect_bad_3
#						has_trait = intellect_bad_2
#						has_trait = improvident
#						has_trait = gregarious
#					}	has_trait = lunatic 
#				}
#				add_opinion = {
#					target = root
#					opinion = 10
#					modifier = pleased_opinion
#				}
#			}
#			else = { 
#				add_opinion = {
#					target = root
#					opinion = -10
#					modifier = perplexed_opinion
#				}
#			}
#		}
#		if = {
#			limit = { 
#				root = {
#					faith = {
#						OR = {
#							trait_is_virtue = gregarious
#							trait_is_virtue = humble
#							trait_is_virtue = generous  	
#						}	
#					}
#				}
#			}
#			add_piety = medium_piety_gain
#		}
#		else = {
#			add_piety = minor_piety_gain
#		}
#		add_character_modifier = {
#			modifier = destitute_single_mothers_modifier
#			years = 15  
#		}
#	}
#
#	option = { #Surely, my benevolent vassals can help funding this.   
#		name = fp2_struggle.1001.d
#
#		trigger = {
#			any_vassal = {
#				count = all
#					is_ai = yes
#			}
#		}
#		
#		stress_impact = {
#			# Careful or dilpomatically minded characters won't do this.
#			content = medium_stress_impact_gain
#			diplomat = medium_stress_impact_gain 
#			paranoid = medium_stress_impact_gain						
#		}
#
#		ai_chance = { #Economic AI characters pick this option, while the careful don't. 
#        	base = 10
#        	ai_value_modifier = {
#           		ai_compassion = 0.5
#           		ai_greed = 0.5
#           		ai_rationality = -0.5
#        	}
#   		}
#
#		remove_treasury_or_gold = minor_treasury_or_gold_value
#
#		custom_tooltip = fp2_struggle.1001.specialdescpositive
#		custom_tooltip = fp2_struggle.1001.specialdescnegative 
#		hidden_effect = {
#			every_vassal = {
#				IF = { 
#					limit = {
#						NOT = {
#							has_trait = pregnant
#						}
#					}
#					IF = {
#						limit = {
#							OR = {
#								has_trait = compassionate
#								has_trait = generous
#								has_trait = just
#							}	
#						}
#						add_opinion = {
#							target = root
#							opinion = 10
#							modifier = funded_righteous_cause_opinion
#						}
#					}
#					ELSE = { 
#						add_opinion = {
#							target = root
#							opinion = -10
#							modifier = extorted_me_opinion
#						}
#					}
#				}	
#			}
#		}
#		
#		scope:expectant_courtier = {  
#			IF = {
#				limit = {
#					is_vassal_of = root #if she is, she gets angry because now SHE is expected to pay for this... 
#				}
#				add_opinion = {
#					target = root
#					opinion = -20
#					modifier = extorted_me_opinion
#				}
#			}
#			ELSE = { 
#				add_opinion = {
#					target = root
#					opinion = 10
#					modifier = pleased_opinion
#				}
#			}
#		}
#
#		add_character_modifier = {
#			modifier = nursing_salaries_for_single_mothers_modifier 
#			years = 20 
#		} 			
#	}
#
#	option = { #I am your king, not a wet nurse!  
#		name = fp2_struggle.1001.e
#	
#		stress_impact = {
#			# Benevolent characters wouldn't ignore this.
#			compassionate = medium_stress_impact_gain
#			gallant = medium_stress_impact_gain 
#			generous = medium_stress_impact_gain
#
#			# nor would those who are truly competent or just.
#			administrator = minor_stress_impact_gain
#			ambitious = minor_stress_impact_gain 
#			diligent = minor_stress_impact_gain
#			just = minor_stress_impact_gain
#			eccentric = minor_stress_impact_gain
#		}
#
#		ai_chance = { #Callous or cheap AI characters pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_rationality = 0.5
#           		ai_greed = 0.5
#           		ai_honor = -0.7
#           		ai_compassion = -0.7
#        	}
#   		}
#
#		scope:expectant_courtier = {
#			add_opinion = {
#				target = root
#				opinion = -20
#				modifier = hurt_opinion
#			}
#		}
#		
#		random = {
#			chance = 50
#			send_interface_toast = {
#				left_icon = root
#				title = not_my_problem_toast
#				add_character_modifier = {
#					modifier = starving_single_mothers_and_children_modifier 
#					years = 15
#				}
#			}
#		}
#	}
#}
#
####################################
## Andalusian Advancements
## By Ola Jentzsch
####################################
## Inspired by an idea by Isabella welch
##########################################
#scripted_trigger neighboring_ruler_proper_culture_trigger = {
#	OR = {
#		culture = culture:andalusian
#		culture = culture:bedouin
#		culture = culture:baranis 
#		culture = culture:butr
#		culture = culture:levantine 
#		culture = culture:sephardi 	
#	}
#}
#
#fp2_struggle.1002 = {
# 	type = character_event
# 	title = fp2_struggle.1002.t
# 	desc = { #Different flavor depending on time period
#	 	first_valid = {
#		 	triggered_desc = {
#			 	trigger = { current_date <= 1030.1.1 } 
#			 	desc = fp2_struggle.1002.desc_early_golden_age 
#		 	}
#		 	triggered_desc = {
#			 	trigger = { 
#				 	current_year >= 1250 
#				 	OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion }
#			 	}
#			 	desc = fp2_struggle.1002.desc_post_golden_age_christian #this triggers the latinized names of the polymaths
#		 	}
#		 	triggered_desc = {
#			 	trigger = { current_year >= 1250 }
#			 	desc = fp2_struggle.1002.desc_post_golden_age_unchristian #or their arabic ones
#		 	}
#		 	triggered_desc = {
#			 	trigger = { current_year >= 1030 }
#			 	desc = fp2_struggle.1002.desc_late_golden_age			
#		 	}
#	 	}
#	 	first_valid = {
#		 	triggered_desc = { #tests if the event would fire one of the historical physicians 
#			 	trigger = {
#				 	AND = {
#					 	current_year > 976
#					 	current_year < 1010
#				 	}
#				 	exists = global_var:albucasis_created
#				 	exists = scope:albucasis_physician
#				 	scope:great_physician = scope:albucasis_physician #this is a measure taken so that the loc gets tied to the appropriate character
#			 	}
#			 	desc = fp2_struggle.1002.desc_albucasis #this is the dialogue text if Albucasis spawns
#		 	}
#		 	triggered_desc = { #tests if the event would fire one of the historical physicians 
#			 	trigger = {
#				 	AND = {
#					 	current_year > 1125
#					 	current_year < 1165
#				 	}
#				 	exists = global_var:avenzoar_created 
#				 	exists = scope:avenzoar_physician
#				 	scope:great_physician = scope:avenzoar_physician
#			 	}
#			 	desc = fp2_struggle.1002.desc_avenzoar #this is the dialogue if Avenzoar spawns
#		 	}
#		 	triggered_desc = { #tests if the event would fire one of the historical physicians 
#			 	trigger = {
#				 	AND = {
#					 	current_year > 1140
#					 	current_year < 1180
#				 	}
#				 	exists = global_var:tufail_created 
#				 	exists = scope:tufail_physician
#				 	scope:great_physician = scope:tufail_physician
#			 	}
#			 	desc = fp2_struggle.1002.desc_tufail #this is the dialogue if Ibn Tufail spawns
#		 	}
#		 	triggered_desc = { #this defaults to a random Andalusian physician 
#			 	trigger = { current_year >= 1050 } ##
#			 	desc = fp2_struggle.1002.desc_no_historical_physician_late
#		 	}
#		 	desc = fp2_struggle.1002.desc_no_historical_physician_early 
#	 	}
#		first_valid = { #if root has a court physician, it changes the narrative a bit.
#		 	triggered_desc = {
#			 	trigger = { 
#				 	court_physician_available_trigger = yes 
#				 	OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion }
#			 	}
#			 	desc = fp2_struggle.1002.desc_has_physician_and_is_christian #in this case, the slur "heathen" is used
#		 	}
#		 	triggered_desc = {
#			 	trigger = { court_physician_available_trigger = yes }
#			 	desc = fp2_struggle.1002.desc_has_physician_but_not_christian #in this case, the slur "eccentric" is used
#		 	}
#		 	triggered_desc = {
#			 	trigger = { OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion } }
#			 	desc = fp2_struggle.1002.desc_has_no_physician_but_is_christian #in this case, the slur "heathen" is used
#		 	}
#		 	desc = fp2_struggle.1002.desc_has_no_physician #default option should all else fail
#	 	}			
# 	}
#
# 	theme = medicine 
# 	override_background = { reference = throne_room }
#
# 	left_portrait = {
#	 	character = root
#	 	animation = personality_content
# 	}
#	right_portrait = {
#		character = scope:great_physician
#		animation = personality_rational #polymaths should always have this pose :D 
#	}
#
#	lower_left_portrait = scope:neighboring_ruler #this is the ruler that's angry with the polymath
#
#	lower_right_portrait = scope:scoped_physician #this is your court physician if you have one
#
# 	cooldown = { years = 100 }
# 
# 	trigger = { 
#	 	has_fp2_dlc_trigger = yes
#		#any_character_to_title_neighboring_county = { #this searches for a neighboring province that has the xenophilic tradition, which is this event's dynamic way of checking for Andalusian culture or cultures derived from it. 
#	 	any_neighboring_and_across_water_top_liege_realm_owner = {
#		 	culture = {
#			 	OR = {
#			 		has_cultural_tradition = tradition_xenophilic 
#			 		has_cultural_tradition = tradition_medicinal_plants
#			 		has_cultural_tradition = tradition_fp2_malleable_subjects 
#			 	}
#		 	}
#	 	}
#
#	 	root.capital_province = { #so that it only triggers for people close to Andalusia 
#			OR = {
#				geographical_region = world_europe_west_iberia 
#				geographical_region = world_europe_west_francia
#				geographical_region = world_europe_south_italy
#			}
#		}
#
#	 	NOT = { #So that it doesn't fire for the Andalusians themselves, because that'd make the narrative weird 
#		 	culture = culture:andalusian  
#	 	}
#
#	 	NOT = { #So that it doesn't fire for the Umayyads when they control Iberia
#		 	AND = {
#			 	culture = culture:levantine  
#			 	root.capital_province = { geographical_region = world_europe_west_iberia }
#		 	}
#	 	}
#
#		any_neighboring_and_across_water_top_liege_realm_owner = { 
#			is_ai = yes 	
#		}
# 	}
#
# 	weight_multiplier = {
#		base = 0.4
#	 	modifier = {
#		 	OR = {
#			 	AND = {
#				 	current_year > 976
#				 	current_year < 1010
#			 	}
#			 	AND = {
#				 	current_year > 1125
#				 	current_year < 1180
#			 	}
#		 	}
#		 	add = 1.6
#	 	}
#	 	modifier = {
#		 	neighboring_ruler_proper_culture_trigger = yes
#		 	add = 0.5
#	 	}
# 	}
#
#
# 	immediate = {
#	 
#	 	random_neighboring_and_across_water_top_liege_realm_owner = { #this searches for a neighboring ruler with the proper cultural tradition, which is this event's dynamic way of checking for Andalusian culture or cultures derived from it. 
#		 	limit = {
#			 	culture = { 
#			 		OR = {
#			 			has_cultural_tradition = tradition_xenophilic 
#			 			has_cultural_tradition = tradition_medicinal_plants
#			 			has_cultural_tradition = tradition_fp2_malleable_subjects 
#			 		}
#			 	}
#		 	}
#			culture = { save_scope_as = xenophilic_culture } #this is mostly used for error-checking because the debug log is unclear. 
#	 	}
#
#	 	if = { #This looks to see if one of three historical physicians will be used in the event 
#		 	limit = { #their rough period of activity
#			 	AND = {
#				 	current_year > 976
#				 	current_year < 1010
#			 	}
#			 	NOT = { exists = global_var:albucasis_created } #makes sure that he wasn't already spawned by the event elsewhere
#			 	is_ai = no
#			 	scope:xenophilic_culture = culture:andalusian 
#		 	}
#		 	create_character = { 
#			 	age = { 40 70 } #their rough age during the period of their flourishing 
#			 	location = root.capital_province
#			 	name = "Abu al-Qasim Al-Zahrawi" #Albucasis
#			 	gender = male
#			 	template = scholar_character
#			 	trait = intellect_good_3 #He was one of the Middle Ages' greatest geniuses
#			 	trait = lifestyle_herbalist 
#			 	trait = lifestyle_physician
#			 	trait = education_learning_4
#			 	random_traits_list = { #his personality, extrapolated from my research
#				 	count = 3
#				 	ambitious = {}
#				 	compassionate = {}
#				 	calm = {}
#				 	diligent = {}
#				 	humble = {}
#				 	patient = {}
#			 	}
#			 	random_traits_list = { #this is to hint to the player why he was exiled from the previous court 
#				 	count = 1
#				 	fornicator = {}
#				 	deviant = {}
#				 	sodomite = {}		
#			 	}
#			 	culture = culture:andalusian
#			 	dynasty = none 
#			 	faith = faith:muwalladi
#			 	save_scope_as = albucasis_physician #this is needed to get the loc right 	
#		 	}
#		 	set_global_variable = albucasis_created 
#		 	scope:albucasis_physician = {
#				save_scope_as = great_physician #this is to create one easy, generic scope for use in the rest of the event
#		 	}
#	 	}
#
#	 	else_if = {
#		 	limit = { #their rough period of activity
#			 	AND = {
#				 	current_year > 1125
#				 	current_year < 1165
#			 	}
#			 	NOT = { exists = global_var:avenzoar_created } #makes sure that he wasn't already spawned by the event elsewhere
#			 	is_ai = no
#			 	scope:xenophilic_culture = culture:andalusian 
#		 	}
#			create_character = {
#			 	age = { 31 71 } #their rough age during the period of their flourishing 
#			 	location = root.capital_province
#			 	name = "Abū Marwān ibn Zuhr" #Avenzoar
#			 	gender = male
#			 	template = scholar_character
#			 	trait = intellect_good_2
#			 	trait = scholar 
#			 	trait = lifestyle_physician 
#			 	trait = education_learning_4
#			 	random_traits_list = { #his personality, extrapolated from my research 
#				 	count = 3
#				 	diligent = {}
#				 	cynical = {}
#				 	humble = {}
#				 	vengeful = {} #He was bitter over having been exiled from Morocco 
#			 	}
#			 	random_traits_list = { #this is to hint to the player why he was exiled from the previous court
#				 	count = 1
#				 	fornicator = {}
#				 	deviant = {}
#				 	sodomite = {}
#				 	murderer = {}		
#				}
#			 	culture = culture:andalusian
#			 	dynasty = none
#			 	faith = faith:muwalladi
#			 	save_scope_as = avenzoar_physician 	
#		 	}
#		 	
#		 	set_global_variable = avenzoar_created
#		 	scope:avenzoar_physician = {
#			 	save_scope_as = great_physician
#		 	} 
#	 	}
#
#	 	else_if = {
#		 	limit = { #their rough period of activity
#			 	AND = {
#				 	current_year > 1140
#				 	current_year < 1180
#			 	}	
#			 	NOT = { exists = global_var:tufail_created } #makes sure that he wasn't already spawned by the event elsewhere
#			 	is_ai = no
#			 	scope:xenophilic_culture = culture:andalusian 
#		 	}
#		 	create_character = {
#			 	age = { 35 75 } #their rough age during the period of their flourishing 
#			 	location = root.capital_province
#			 	name = "Abū Bakr ibn Tufail" #Ibn Tufail
#			 	gender = male
#			 	template = scholar_character
#			 	trait = intellect_good_2
#			 	trait = theologian 
#			 	trait = lifestyle_physician 
#			 	trait = education_learning_3
#			 	trait = journaller #He was an avid writer 
#			 	random_traits_list = { #his personality, extrapolated from my research 
#				 	count = 3
#				 	diligent = {}
#				 	calm = {}
#				 	humble = {}
#				 	trusting = {}
#			 	}
#			 	random_traits_list = { #this is to hint to the player why he was exiled from the previous court
#				 	count = 1
#				 	fornicator = {}
#				 	deviant = {}
#				 	sodomite = {}
#				 	witch = {}	
#			 	}
#			 	culture = culture:andalusian
#			 	dynasty = none 
#			 	faith = faith:muwalladi
#			 	save_scope_as = tufail_physician 	
#		 	}
#		 	set_global_variable = tufail_created
#		 	scope:tufail_physician = {
#			 	save_scope_as = great_physician
#		 	}	
#	 	}
#	 
#
#	 	else = { #or it defaults to a random one 
#		 	create_character = {
#			 	age = { 32 50 }
#			 	location = root.capital_province
#			 	template = scholar_character
#			 	trait = intellect_good_1
#			 	trait = education_learning_3
#			 	trait = lifestyle_physician
#			 	random_traits_list = {
#				 	count = 3
#				 	ambitious = {}
#				 	calm = {}
#				 	diligent = {}
#				 	cynical = {}
#				 	humble = {}
#				 	patient = {}
#			 	}
#			 	random_traits_list = { ##his is to hint to the player why he was exiled from the previous court
#				 	count = 1
#				 	fornicator = {}
#				 	deviant = {}
#				 	sodomite = {}
#				 	incestuous = {}
#				 	witch = {}
#			 	}
#			 	culture = scope:xenophilic_culture 
#			 	faith = faith:muwalladi
#			 	save_scope_as = great_physician 
#		 	}
#	 	}
#
#	 	hidden_effect = {
#		 	scope:great_physician = {
#		 		add_trait_xp = {
#	                trait = lifestyle_physician
#	                value = 100
#	            }				
#		 	}
#		}
#
#	 	random_neighboring_and_across_water_top_liege_realm_owner = {
#		 	limit = { 
#			 	AND = {
#				 	neighboring_ruler_proper_culture_trigger = yes #the event prefers the neighboring ruler to be of these cultures, since it makes the most sense histrically for the scholar to have been at that court. 
#				 	is_ai = yes
#			 	}
#		 	}
#		 	alternative_limit = { is_ai = yes}		
#			save_scope_as = neighboring_ruler 	
#		}	
#
#	 	if = { #if you have a court physician already, he has a stake in this! 
#		 	limit = {
#			 	court_physician_available_trigger = yes
#		 	}
#		 	save_court_physician_as_effect = { SCOPE_NAME = scoped_physician }
#	 	}	
# 	}
#
# 	option = { #I could use a new physician...  
#	 	name = fp2_struggle.1002.a
#
#	 	ai_chance = { #rational AIs pick this option
#		 	base = 10
#		 	ai_value_modifier = {
#				ai_rationality = 0.7
#			 	ai_zeal = -0.7 
#		 	}
#		}
#
#	 	stress_impact = {
#			# Conservative characters don't want to do this. 
#			content = minor_stress_impact_gain
#			 
#			# Nor do self-absorbed ones 
#			arrogant = minor_stress_impact_gain
#			callous = minor_stress_impact_gain 
#			greedy = minor_stress_impact_gain
#	 	}	
#
#	 	remove_treasury_or_gold = major_treasury_or_gold_value #this guy is expensive!
#
#	 	add_courtier = scope:great_physician #he's added to root's court 
#
#	 	court_position_grant_effect = {
#	 		EMPLOYER = root
#	 		CANDIDATE = scope:great_physician
#	 		POS = court_physician
#	 	}
#
#	 	scope:great_physician = { #naturally, the polymath likes to get a new job
#		 	add_opinion = {
#			 	target = root
#			 	opinion = 10
#			 	modifier = hired_me_opinion
#		 	}
#	 	}
#
#	 	scope:neighboring_ruler = { #but the neighboring ruler gets angry that you harbor him
#		 	progress_towards_rival_effect = {
#				REASON = rival_harbored_polymath
#			 	CHARACTER = root
#			 	OPINION = 0
#		 	}
#	 	}
#
#	 	add_character_modifier = { #while you get inspired! 
#		 	modifier = inspired_medicine_modifier
#		 	years = 20  
#	 	} 
# 	}
#
# 	option = { #I do not need you, I can read myself. 
#	 	name = fp2_struggle.1002.b
#	 	flavor = fp2_struggle.1002.b.tt
#	 
#	 	trigger = { #This only fires after Avicenna's life, as his books are referenced. 
#		 	current_year >= 1030 
#		 	learning >= medium_skill_rating #and you have to be at least somewhat learned to have this option appear, otherwise it'd be superflous 
#		 	NOT = {
#			 	exists = scope:scoped_physician
#		 	}
#	 	}
#
#	 	ai_chance = { #energetic, overconfident AI chooses this 
#		 	base = 10
#		 	ai_value_modifier = {
#				ai_energy = 0.7
#				ai_boldness = 0.6
#				ai_rationality = 0.4
#			 	ai_zeal = -0.6
#			 	ai_greed = -0.6 
#		 	}
#		}
#
#		stress_impact = {
#			# Conservative, dull or cheap characters won't do this
#			content = minor_stress_impact_gain
#			greedy = minor_stress_impact_gain
#			lazy = minor_stress_impact_gain
#			zealous = minor_stress_impact_gain
#			dull = medium_stress_impact_gain 
#	 	}
#
#	 	custom_tooltip = fp2_struggle.1002.physicianleaves
#
#	 	remove_short_term_gold = minor_gold_value #books are expensive! 
#
#	 	if = {
#		 	limit = { has_lifestyle = learning_lifestyle }
#		 	add_learning_lifestyle_xp = medium_lifestyle_experience
#	 	}
#
#	 	if = { #your physician gets disappointed for your lack of trust in them 
#		 	limit = { exists = scope:scoped_physician }
#		 	scope:scoped_physician = {
#			 	add_opinion = {
#				 	target = root
#				 	opinion = -10
#				 	modifier = disappointed_opinion	
#			 	}
#		 	}
#	 	}
#
#	 	duel = { #you try to read Arabic books 
#		 	skill = learning
#		 	value = medium_skill_rating
#
#		 	20 = {
#			 	compare_modifier = {
#				 	value = scope:duel_value
#				 	multiplier = 2
#			 	}
#			 	send_interface_toast = { #you succeed! 
#				 	title = reading_avicenna_toast.success
#				 	left_icon = root
#				 	root = {
#					 	add_character_modifier = {
#						 	modifier = inspired_medicine_modifier 
#						 	years = 20 
#					 	} 
#				 	} 
#			 	}
#		 	}
#		 	20 = {
#			 	compare_modifier = {
#				 	value = scope:duel_value
#				 	multiplier = -1
#			 	}
#			 	send_interface_toast = { #you misunderstod something!
#				 	title = reading_avicenna_toast.failure
#				 	left_icon = root
#				 	root = {
#					 	add_character_modifier = {
#							modifier = misread_medicine_incompetence_modifier 
#							years = 20 
#					 	}
#				 	}
#			 	}
#		 	}
#	 	}		
#	}
#
#
# 	option = { #What do I need you for? I can read Greek myself    
#	 	name = fp2_struggle.1002.c
#	 	flavor = fp2_struggle.1002.c.tt
#
#	 	trigger = { #This triggers for the early period, before the Canon of Medicine was published. 
#		 	current_date <= 1030.1.1 
#		 	learning >= medium_skill_rating 
#		 	NOT = {
#			 	exists = scope:scoped_physician
#		 	}
#	 	}
#
#	 	ai_chance = { #energetic AI are the most likely to attempt this in this early time period 
#		 	base = 10
#		 	ai_value_modifier = {
#				ai_energy = 0.8
#			 	ai_rationality = 0.2 
#			 	ai_zeal = -0.2
#		 	}
#		}
#
#	 	stress_impact = {
#		 	# Conservative, dull or cheap characters won't do this
#		 	content = minor_stress_impact_gain
#		 	greedy = minor_stress_impact_gain
#		 	lazy = minor_stress_impact_gain
#		 	zealous = minor_stress_impact_gain
#		 	dull = medium_stress_impact_gain 
#	 	}
#
#	 	custom_tooltip = fp2_struggle.1002.physicianleaves
#
#	 	remove_short_term_gold = minor_gold_value #books are really expensive in this early period
#
#	 	if = {
#		 	limit = { has_lifestyle = learning_lifestyle }
#		 	add_learning_lifestyle_xp = medium_lifestyle_experience
#	 	}
#
#	 	if = {
#		 	limit = { exists = scope:scoped_physician } #your physician still gets disappointed in you
#		 	scope:scoped_physician = {
#			 	add_opinion = {
#				 	target = root
#				 	opinion = -10
#				 	modifier = disappointed_opinion	
#				 }
#		 	}
#	 	}
#
#	 	duel = { #this duel is difficult - it's mostly an option for extremely learned or overconfident rulers. 
#		 	skill = learning
#		 	value = high_skill_rating
#
#		 	20 = {
#			 	compare_modifier = {
#					value = scope:duel_value
#					multiplier = 2
#				}
#			 	send_interface_toast = {
#				 	title = reading_hippocrates_toast.success #You can read greek! 
#				 	left_icon = root
#				 	root = {
#					 	add_character_modifier = {
#						 	modifier = medical_insights_modifier 
#						 	years = 20 
#						 } 
#					 } 
#			 	}
#		 	}
#		 	20 = {
#			 	compare_modifier = {
#				 	value = scope:duel_value
#				 	multiplier = -1
#			 	}
#			 	send_interface_toast = {
#				 	title = reading_hippocrates_toast.failure #apparently, your Greek skills aren't all you cranked them up to be. 
#				 	left_icon = root
#				 	root = {
#					 	add_character_modifier = {
#							modifier = cannot_read_greek_modifier 
#							years = 20 
#					 	}
#				 	}
#			 	}
#		 	}	
#	 	}				
# 	}
#
# 	option = { #I will send you back from whence you came...in chains.    
#	 	name = fp2_struggle.1002.d
#
#	 	ai_chance = { #but vengeful ones sure love it! 
#		 	base = 10
#		 	ai_value_modifier = {
#				ai_vengefulness = 0.8
#			 	ai_honor = -0.2
#		 	}
#		}
#
#	 	stress_impact = {
#			#Caring, carefree or just characters won't do this
#		 	generous = minor_stress_impact_gain
#		 	gregarious = minor_stress_impact_gain
#		 	just = minor_stress_impact_gain
#		 	trusting = minor_stress_impact_gain
#		 	compassionate = major_stress_impact_gain
#		 	forgiving = major_stress_impact_gain 
#
#		 	#But arbitrary bastards love it
#		 	arbitrary = minor_stress_impact_loss 
#	 	}
#
#	 	scope:great_physician = { #the polymath, naturally, gets sad that you send him back to his disgruntled former employer. 
#		 	add_opinion = {
#			 	target = root
#			 	opinion = -40
#			 	modifier = left_me_to_wolves_opinion
#		 	}
#	 	}
#		 
#	 	if = { #but your current physician is very happy! 
#		 	limit = { exists = scope:scoped_physician }
#		 	scope:scoped_physician = {
#			 	add_opinion = {
#				 	target = root
#				 	opinion = 20
#				 	modifier = let_me_keep_my_job_opinion 
#			 	}
#		 	}
#	 	}
#
#	 	scope:neighboring_ruler = { #as is the neighboring ruler, especially if he is your friend
#		 	if = {
#			 	limit = { 
#			 	has_relation_friend = root
#			 	}
#				add_opinion = {
#					target = root
#					modifier = strengthened_friendship_opinion
#			 	}
#			}	
#		 	else = {
#			 	progress_towards_friend_effect = {
#					REASON = friend_returned_refugee
#					CHARACTER = root
#					OPINION = 0
#			 	}
#		 	}	
#	 	}
#
#	 	add_dread = minor_dread_gain	#you gain some dread for doing this, naturally
#
#	 	custom_tooltip = fp2_struggle.1001.physician_imprisoned 
#	 	hidden_effect = {
#		 	if = {
#			 	limit = {
#				 	scope:neighboring_ruler = {
#					 	is_ruler = yes 
#				 	}
#			 	}
#			 	scope:great_physician = { #while the polymath gets to languish in a dungeon 
#				   	hard_imprison_character_effect = {
#					   TARGET = this
#					   IMPRISONER = scope:neighboring_ruler
#					}
#				}
#			}
#			else = {
#				scope:great_physician = {
#					silent_disappearance_effect = yes
#				}
#			}
#		}
# 	}
#
# 	option = { #Wash my hands? Are you insane?"   
#	 	name = fp2_struggle.1002.e
#	 
#	 	trigger = {	#This only triggers for Christianity and similar faiths 
#		 	faith = {
#			   	has_doctrine_parameter = theocracy_temple_lease	
#			   	NOR = {
#				 	has_doctrine_parameter = legalism_modified_law_costs
#				   	has_doctrine_parameter = literalist_debate_enabled 
#			 	}
#		 	} 
#		 	NOT = { has_lifestyle = learning_lifestyle } #So that this doesn't fire if you have the "Wash your hands" perk
#	 	}
#
#		 ai_chance = { #and fanatics don't care about hygiene...apparently 
#		 	base = 10
#		 	ai_value_modifier = {
#				ai_zeal = 0.8
#			 	ai_rationality = -0.8
#		 	}
#		}
#
#	 	stress_impact = {
#		 	# Innovative or nervous chracters wouldn't pick this option. 
#		 	ambitious = minor_stress_impact_gain
#		 	craven = minor_stress_impact_gain
#			  
#		 	#But stubborn or content ones would
#		 	content = minor_stress_impact_loss
#		 	lazy = minor_stress_impact_loss
#		 	stubborn = minor_stress_impact_loss
#		 	eccentric = minor_stress_impact_loss
#	 	}
# 
#	 	custom_tooltip = fp2_struggle.1002.physicianleaves
#
#	 	if = { #your physician, again, loves that they get to keep their job
#		 	limit = { exists = scope:scoped_physician }
#		 	scope:scoped_physician = {
#			 	add_opinion = {
#				 	target = root
#				 	opinion = 20
#				 	modifier = let_me_keep_my_job_opinion
#			 	}
#		 	}
#	 	}
# 
#	 	add_piety = medium_piety_gain #and your faith rewards you for turning away the heathen 
#
#	 	add_character_modifier = { #but you're rolling in filth
#		 	modifier = rolling_in_filth_modifier
#		 	years = 5  
#	 	} 
# 	}
#
#
#
# 	option = { #Begone, innovation should only come from God.  
#	 	name = fp2_struggle.1002.f
#	 
#	 	trigger = {	
#		 	current_year >= 1065 #because this option refers to developments in islam that happened within the Seljuk empire 
#		 	faith = { #it checks for doctrines, rather than islam itself, to make the event more dynamic 
#			 	OR = {
#				   	has_doctrine_parameter = legalism_modified_law_costs
#				   	has_doctrine_parameter = literalist_debate_enabled 
#				   	has_doctrine_parameter = religious_legal_pronouncements_law_cost_reduction 
#			 	}
#		 	} 
#	 	}
#
#	 	ai_chance = { #zealous AIs pick this, but it's not entirely unrational - just hostile to new ideas. 
#		 	base = 10
#		 	ai_value_modifier = {
#				ai_zeal = 0.8
#			 	ai_rationality = -0.2
#		 	}
#		}
#
#		 stress_impact = {
#		 	#True rationalists abhor this option
#		  	ambitious = medium_stress_impact_gain
#		 	diligent = medium_stress_impact_gain
#			  
#		 	#But stubborn and fanatical ones like it
#		 	content = minor_stress_impact_loss
#		 	stubborn = minor_stress_impact_loss
#		 	zealous = minor_stress_impact_loss 
#		 	eccentric = minor_stress_impact_loss 
#	 	}
#
#	 	custom_tooltip = fp2_struggle.1002.physicianleaves
#
#	 	if = { #your physician, again, loves that they get to keep their job
#		 	limit = { exists = scope:scoped_physician }
#		 	scope:scoped_physician = {
#			 	add_opinion = {
#				 	target = root
#				 	opinion = 20
#				 	modifier = let_me_keep_my_job_opinion	
#			 	}
#		 	}
#	 	}
#
#	 	scope:neighboring_ruler = { #the neighboring ruler likes that you rebuked the polymath, at least
#		 	add_opinion = {
#			 	target = root
#			 	opinion = 10
#			 	modifier = rejected_my_enemy_opinion
#		 	}
#	 	}
#	 
#	 	add_character_modifier = { #but you draw closer to the Nizamiyah movement, rejecting innovation. 
#		 	modifier = anti_innovation_muslim_modifier  
#		 	years = 15  
#	 	} 		
# 	} 
#}
#
####################################
## Soul of Iron
## By Ola Jentzsch
####################################
#fp2_struggle.1010 = { # Soul of Iron, by Ola Jentzsch
#	type = character_event
#	title = fp2_struggle.1010.t
#	desc = fp2_struggle.1010.desc
#	theme = realm
#
#	left_portrait = {
#		character = root
#		animation = happiness #root smells an opportunity! 
#	}
#	right_portrait = {
#		character = scope:great_swordsmith
#		animation = scheme #he's a scheming bastard, kinda 
#	}
#
#	
#	trigger = { #The province must also be involved in the Iberian struggle 
#		is_ai = no
#		has_fp2_dlc_trigger = yes
#		any_held_county = {
#			any_county_province = {
#				has_building_or_higher = blacksmiths_01 #This event needs ROOT to have a blacksmith building
#			}
#		}
#		fp2_character_involved_in_struggle_trigger = yes 
#	}
#
#	cooldown = { years = 100 }
#
#	immediate = {
#
#		random_held_county = { #this is to find the county that has the blacksmith
#			limit = { 
#				any_county_province = {
#					has_building_or_higher = blacksmiths_01
#				}
#			}
#			save_scope_as = blacksmith_county #this scopes it - note that it might be the same county as toledo_county; that is intentional. 
#		}
#
#		title:b_toledo = { save_scope_as = toledo_holding } #this is used in the localization
#
#		title:c_toledo = { save_scope_as = toledo_county } #this is used in option c, as well as the localization
#
#		create_character = { #this is the mighty blacksmith that the event needs
#			age = { 45 55 } #he's experienced and aging, but not old
#			location = root.capital_province
#			gender_female_chance = root_faith_dominant_gender_female_chance #could be female, if given the right context. 
#			trait = intellect_good_3 #he's a genius craftsman
#			trait = strong #and a blacksmith...
#			trait = arrogant #he's supremely gifted, but also extremely arrogant, Fëanor basically 
#			random_traits_list = { #the rest of his questionable personality 
#				count = 2
#				ambitious = {}
#				diligent = {}
#				callous = {}
#				greedy = {}
#				patient = {}
#				stubborn = {}
#				vengeful = {}
#			}
#			random_traits_list = { #something fun to give him character!
#				count = 1
#				one_eyed = {}
#				scarred = {}
#			}
#			culture = scope:toledo_county.culture
#			religion = religion:catholic_religion
#			dynasty = none 
#			save_scope_as = great_swordsmith 	#this saves him as a scope so we can get nice effects to bounce off him! 
#		}
#
#		hidden_effect = {
#			scope:great_swordsmith = {
#				add_character_modifier = {
#					modifier = master_smith_npc_modifier #this is a neat modifier he gets as a master smith. it's pretty powerful, giving a boost to Stewardship and gold income, but since he's an NPC, it doesn't matter much. It's mostly to create flavor if the player actually examines his stats. 
#				}
#			}
#		}
#	}
#
#
#	option = { #Let us make a compromise
#	name = fp2_struggle.1010.a
#	flavor = toledo_compromise_flavor
#
#		trigger = { #root needs to control Toledo, and it needs to have a blacksmith building. 
#			any_held_county = {
#				any_county_province = { 
#					barony = title:b_toledo
#					has_building_or_higher = blacksmiths_01
#				}
#			}
#			scope:toledo_county = { #so that this option doesn't fire twice 
#				NOT = { has_county_modifier = toledo_steel_county_modifier }	
#			}
#		}
#
#		ai_chance = { #Smart, patient AIs pick this option, others are more likely to go for a bolder approach. 
#        	base = 10
#        	ai_value_modifier = {
#           		ai_rationality = 1
#           		ai_honor = 0.5
#           		ai_boldness = -0.5
#           		ai_zeal = -0.5
#        	}
#   		}
#
#   		stress_impact = { #arrogant or visionless rulers dislike this option 
#   			arrogant = minor_stress_impact_gain
#   			callous = minor_stress_impact_gain
#   			content = minor_stress_impact_gain
#   			wrathful = minor_stress_impact_gain
#   		}
#
#   		remove_short_term_gold = major_gold_value #someone still has to be bribed here 
#
#   		scope:toledo_county = {
#			add_county_modifier = {
#				modifier = toledo_steel_county_modifier		
#			}
#		}
#
#		scope:toledo_county = {
#			add_county_modifier = {	
#				modifier = governance_1041_quarreling_guilds_modifier
#				years = 20
#			}	
#		}		
#   	}
#
#   	option = { #Whatever knowledge you possess, I shall draw it out. 
#	name = fp2_struggle.1010.b
#	flavor = fp2_struggle.1010.swordsmith_imprisoned 
#
#		trigger = {
#			OR = {
#				has_trait = schemer
#				has_trait = torturer
#				has_trait = paranoid 
#				dread >= high_dread 
#			}
#			NAND = {
#				any_held_county = {
#					any_county_province = { 
#						barony = title:b_toledo
#						has_building_or_higher = blacksmiths_01
#					}
#				}
#				scope:toledo_county = { #so that this option doesn't fire twice 
#					NOT = { has_county_modifier = toledo_steel_county_modifier }
#				}
#			}
#		}
#		
#		
#		scope:great_swordsmith = { #while the great swordsmiths gets to languish in a dungeon 
#  			hard_imprison_character_effect = {
#  				TARGET = this
#  				IMPRISONER = root
#   			}
#   		}
#   	
#
#		ai_chance = { #Compassionate or just AI wouldn't do this, but hateful paranoid psychopats, sure!  Perhaps the smith even deserved it... 
#        	base = 10
#        	ai_value_modifier = {
#           		ai_vengefulness = 1
#           		ai_honor = -1 		
#        	}
#   		}
#
#   		stress_impact = { #this is not what a Buddha would do 
#   			compassionate = major_stress_impact_gain
#   			generous = medium_stress_impact_gain
#   			gregarious = medium_stress_impact_gain
#   			just = medium_stress_impact_gain
#   		}
#
#   		add_dread = minor_dread_gain	#you gain some dread for doing this, naturally
#
#   		scope:great_swordsmith = {
#   			add_character_modifier = {
# 				modifier = recently_tortured
#  				years = 5
#  			}
#  		}
#
#
#  		add_character_modifier = {
#  			modifier =  tortured_smith_spilling_secrets_modifier
#  			years = 25 
#  		}
#
#   		custom_tooltip = fp2_struggle.1010.compassionate_courtiers
#		hidden_effect = { #Compassionate or righteous courtiers will secretly dislike this 
#   			every_courtier = {
#   				IF = {
#   					limit = {
#   						OR = {
#   							has_trait = compassionate
#   							has_trait = just
#   						}
#   					}
#   					add_opinion = {
#   						target = root
#   						opinion = -10
#   						modifier = cruelty_opinion
#   					}
#   				}
#   			}
#   		}
#   	}
#
#	option = { #You shall have it, if you make swords for my armies 
#		name = fp2_struggle.1010.c
#		flavor = fp2_struggle.1010.smithgoesaway
#
#		ai_chance = { #ambitious AIs pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_energy = 0.7
#            	ai_vengefulness = 0.7 
#        	}
#   		}
#
#   		stress_impact = { 
#   			content = minor_stress_impact_gain
#   			craven = minor_stress_impact_gain
#   			greedy = minor_stress_impact_gain
#   			just = minor_stress_impact_gain
#   		}
#
#   		remove_treasury_or_gold = major_treasury_or_gold_value #this guy is expensive!
#
#   		add_character_modifier = { #as promised, your armies gets equipped with Toledo steel! 
#   			modifier = toledo_steel_armaments_modifier 
#   			years = 50
#   		}
#
#   		scope:blacksmith_county = { #the great smith usurps the blacksmiths' guild, with your blessing
#			add_county_modifier = {
#				modifier = county_corruption_uncooperative_guilds_modifier
#				years = 10
#			}
#		}
#		
#		custom_tooltip = fp2_struggle.1010.paranoid_rivals  #your neighbors gets really paranoid when they learn about this
#		hidden_effect = {
#			struggle:iberian_struggle = {
#				every_involved_ruler = {
#					limit = {
#						NOT = { is_allied_to = root }	
#						character_is_realm_neighbor = root 	
#					}
#					add_opinion = {
#						target = root
#						opinion = -20
#						modifier = threatened_by_buildup_opinion
#					}
#				}
#			}
#		}
#   	}
#
#   	option = { #Make me Iberia's finest blade, and all the smithies shall be yours
#		name = fp2_struggle.1010.d
#
#		flavor = fp2_struggle.1010.smithmakesweapon #the master swordsmiths stays in your court for the time being, to make the great sword he promised you. 
#
#   		add_courtier = scope:great_swordsmith 
#   	
#   		hidden_effect = {
#   			scope:great_swordsmith = {
#   				set_knight_status = forbid #this is to prevent him being auto-turned into a knight during his stay, as he tends to get quite high prowess. The player can still make him a knight manually if they insist on it. 
#   			}
#   		}
#
#		ai_chance = { #Self-absorbed AIs pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_greed = 0.7
#           		ai_boldness = 0.7 
#        	}
#   		}
#
#   		stress_impact = { #this is an extravagant option, not for the humble or temperate - but just people don't like it either, since it still lets the blacksmith usurp the guilds. 
#   			humble = minor_stress_impact_gain
#   			just = minor_stress_impact_gain
#   			temperate = minor_stress_impact_gain
#   		}
#
#   		remove_short_term_gold = major_gold_value #this guy knows what he's worth!
#
#   		scope:blacksmith_county = { #the guild gets usurped by the arrogant master smith! 
#			add_county_modifier = {
#				modifier = county_corruption_uncooperative_guilds_modifier
#				years = 10
#			}
#		}
#
#		hidden_effect = { #this looks weird in the tooltip otherwise!
#			random_list = { #I recommend increasing the odds for the special cool sword when testing this event! 
#				25 = { #You have a 25% chance of getting a really cool sword here! 
#					trigger = { is_ai = no } #this option is just for players, to create less inflation on awesume swords. 
#					trigger_event = {
#						id = fp2_struggle.1011 
#						days = { 30 60 }
#					}
#				}
#				75 = { #but you can still get a nice toledo blade! 
#					trigger_event = {
#						id = fp2_struggle.1012
#  						days = { 30 60 }
#					}
#				}
#			}
#		}
#   	}
#
#   	option = { #I will not anger the guilds for your vanity.  
#	name = fp2_struggle.1010.e
#
#	flavor = fp2_struggle.1010.swordsmith_leaves
#		
#		ai_chance = { #Lazy or worried AI pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_energy = -0.7
#           		ai_greed = 0.3	
#           		ai_boldness = -0.5
#        	}
#   		}
#
#   		stress_impact = { #this is not the option for opportunists, but a good option for some humble stress loss
#   			ambitious = major_stress_impact_gain
#   			diligent = medium_stress_impact_gain
#   			content = minor_stress_impact_loss
#   			humble = minor_stress_impact_loss
#   			temperate = minor_stress_impact_loss 
#   			paranoid = minor_stress_impact_loss 		 
#   		}
#
#   		scope:blacksmith_county = { #You curry favor with the blacksmith's guild 
#			add_county_modifier = {
#				modifier = guild_rights_protected_modifier
#				years = 20
#			}
#		}
#
#   		scope:great_swordsmith = {
#   			add_opinion = {
#   				target = root
#   				modifier = insulted_opinion
#  			}
#  		}	
#   	}
#}
#
#fp2_struggle.1011 = { # The Masterwork, by Ola Jentzsch
#	type = character_event 
#	title = fp2_struggle.1011.t
#	desc = fp2_struggle.1011.desc
#	theme = realm
#
#	left_portrait = {
#		character = root
#		animation = admiration 
#	}
#	right_portrait = {
#		character = scope:great_swordsmith
#		animation = marshal 
#	}
#
#	artifact = { # To display the artifact in the event-window
#	    target = scope:amazing_toledo_sword 
#	    position = lower_right_portrait
#	}
#	
#	trigger = { 
#		has_fp2_dlc_trigger = yes
#		scope:great_swordsmith = {
#			is_available_healthy_ai_adult = yes
#		}
#	}
#
#	immediate = {
#
#		save_scope_as = owner 
#		set_artifact_rarity_illustrious = yes 
#
#		create_artifact = {	
#			name = awesome_toledo_sword_name 
#			creator = scope:great_swordsmith
#			description = awesome_toledo_sword_desc 
#			visuals = sword
#			type = sword 
#			modifier = artifact_amazing_toledo_sword_modifier
#			wealth = scope:wealth  # This comes from the scripted effect above
#			quality = scope:quality # This comes from the scripted effect above
#			save_scope_as = amazing_toledo_sword # Allows the sword to be accessed via scope after its creation
#		}		
#	}
#
#	option = { #Martiello, the hammer
#	name = fp2_struggle.1011.a
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_iberian }
#			}
#		}
#		
#		scope:amazing_toledo_sword = { set_artifact_name = martiello_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}
#
#	option = { #Tiniebra, the darkness 
#	name = fp2_struggle.1011.b
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_iberian }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = tiniebra_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}
#
#	option = { #Vermejo, the red
#	name = fp2_struggle.1011.c
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_iberian }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = vermejo_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}
#
#	option = { #Jargonça, like the blue gemstone.  
#	name = fp2_struggle.1011.d
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_iberian }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = jargonca_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Suhayl, the glorious.  
#	name = fp2_struggle.1011.e
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_arabic }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = suhayl_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		} 
#	}	
#
#	option = { #al-Battar, the cutter  
#	name = fp2_struggle.1011.f
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_arabic }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = albattar_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Qazeeb, of the strong handle 
#	name = fp2_struggle.1011.g
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_arabic }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = qazeeb_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Zumurrud, like the blinding emerald 
#	name = fp2_struggle.1011.h
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_arabic }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = zumurrud_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Ortzi, like the thunder 
#	name = fp2_struggle.1011.i
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_basque }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = ortzi_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Gaueko, the night spirit 
#	name = fp2_struggle.1011.j
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_basque }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = gaueko_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Gorri, the red one
#	name = fp2_struggle.1011.k
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_basque }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = gorri_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Aiztoto, the little knife
#	name = fp2_struggle.1011.l
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_basque }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = aiztoto_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Escremire, the fencer
#	name = fp2_struggle.1011.m
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_occitano_romance }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = escremire_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}
#
#	option = { #Folha, the leaf
#	name = fp2_struggle.1011.n
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_occitano_romance }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = folha_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Proeza, valour 
#	name = fp2_struggle.1011.o
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_occitano_romance }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = proeza_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Trebalhar, the tormenter 
#	name = fp2_struggle.1011.p
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_occitano_romance }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = trebalhar_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Sufax, like the great hero in days of old
#	name = fp2_struggle.1011.q
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_berber }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = sufax_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}
#
#	option = { #Toumellalt, the white one.
#	name = fp2_struggle.1011.r
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_berber }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = toumellalt_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Ayugu, the yoke.  
#	name = fp2_struggle.1011.s
#
#		trigger = { 
#			root = {
#				culture = { has_cultural_pillar = language_berber }
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = ayugu_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Well, "Ironsoul" of course
#	name = fp2_struggle.1011.u
#
#		trigger = { 
#			root = {
#				culture = {
#					NOT = {
#						has_cultural_pillar = language_iberian
#						has_cultural_pillar = language_arabic
#						has_cultural_pillar = language_basque
#						has_cultural_pillar = language_occitano_romance
#						has_cultural_pillar = language_berber  
#					}
#				}
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = ironsoul_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #I quite like "Mistletoe"...
#	name = fp2_struggle.1011.v
#
#		trigger = { 
#			root = {
#				culture = {
#					NOT = {
#						has_cultural_pillar = language_iberian
#						has_cultural_pillar = language_arabic
#						has_cultural_pillar = language_basque
#						has_cultural_pillar = language_occitano_romance
#						has_cultural_pillar = language_berber  
#					}
#				}
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = mistletoe_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Moor-cleaver, what else? 
#	name = fp2_struggle.1011.w
#
#		trigger = { 
#			OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion }
#			root = {
#				culture = {
#					NOT = {
#						has_cultural_pillar = language_iberian
#						has_cultural_pillar = language_arabic
#						has_cultural_pillar = language_basque
#						has_cultural_pillar = language_occitano_romance
#						has_cultural_pillar = language_berber  
#					}
#				}
#			}
#		}
#
#		stress_impact = {
#   			compassionate = minor_stress_impact_gain
#   		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = moormurder_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#
#	option = { #Usurper's blade seem fitting, giving what we did to the guilds... 
#	name = fp2_struggle.1011.x
#
#		trigger = { 
#			root = {
#				culture = {
#					NOT = {
#						has_cultural_pillar = language_iberian
#						has_cultural_pillar = language_arabic
#						has_cultural_pillar = language_basque
#						has_cultural_pillar = language_occitano_romance
#						has_cultural_pillar = language_berber  
#					}
#				}
#			}
#		}
#
#		scope:amazing_toledo_sword = { set_artifact_name = usurperblade_name }
#
#		custom_tooltip = fp2_struggle.1011.swordsmith_leaves
#		hidden_effect = {
#			remove_courtier_or_guest = scope:great_swordsmith 
#		}
#	}	
#}
#
#fp2_struggle.1012 = { # Soul of Iron (3), by Ola Jentzsch
#	type = character_event
#	title = fp2_struggle.1012.t
#	desc = fp2_struggle.1012.desc
#	theme = realm
#
#	left_portrait = {
#		character = root
#		animation = admiration 
#	}
#	right_portrait = {
#		character = scope:great_swordsmith
#		animation = marshal 
#	}
#
#	artifact = { # To display the artifact in the event-window
#	    target = scope:toledo_sword 
#	    position = lower_right_portrait
#	}
#	
#	trigger = { 
#		has_fp2_dlc_trigger = yes
#		scope:great_swordsmith = {
#			is_available_healthy_ai_adult = yes
#		}
#	}
#
#	immediate = {
#
#		save_scope_as = owner
#		set_artifact_rarity_masterwork = yes 
#
#		create_artifact = {	
#			name = toledo_sword_name 
#			creator = scope:great_swordsmith
#			description = toledo_sword_desc 
#			visuals = sword
#			type = sword 
#			modifier = artifact_masterwork_toledo_sword_modifier
#			wealth = scope:wealth  # This comes from the scripted effect above
#			quality = scope:quality # This comes from the scripted effect above
#			save_scope_as = toledo_sword # Allows the sword to be accessed via scope after its creation
#		}
#	}
#
#	option = { #It is...exquisite. You may go in peace. 
#	name = fp2_struggle.1012.a
#	flavor = fp2_struggle.1012.swordsmith_leaves
#
#		ai_chance = { #Only greedy AI wouldn't pick this option.  
#        	base = 10
#        	ai_value_modifier = {
#           		ai_greed = -1	
#        	}
#   		}	
#		
#		remove_courtier_or_guest = scope:great_swordsmith 	
#	}
#
#	option = { #It is as promised. May I not convince you to stay and serve me? 
#	name = fp2_struggle.1012.b
#
#		ai_chance = { #Only greedy would pick this option.  
#        	base = 10
#        	ai_value_modifier = {
#           		ai_greed = 1	
#        	}
#   		}
#   		
#		custom_tooltip = fp2_struggle.1012_swordsmith_stays 
#		
#		remove_treasury_or_gold = major_treasury_or_gold_value #this guy is expensive!	
#	}
#}
#
####################################
## Death of a Councilman
## By Ola Jentzsch
####################################
#scripted_trigger fp2_struggle.1020_minority_councillor_faith_trigger = {
#	save_temporary_scope_as = fp2_struggle_1020_temp_councillor
#	is_ai = yes
#	NOT = { is_spouse_of = root }
#	root.capital_county.faith = {
#		faith_hostility_level = { 
#			target = scope:fp2_struggle_1020_temp_councillor.faith 
#			value >= faith_hostile_level 
#		}
#	}
#}
#
#fp2_struggle.1020 = {
#	type = character_event
#	title = fp2_struggle.1020.t
#	desc = {
#		desc = fp2_struggle.1020_desc_opening 
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					scope:minority_councillor = {
#						death_reason = death_beaten_by_mob 
#					}
#				}
#				desc = fp2_struggle.1020_desc_beaten_by_mob
#			}
#			triggered_desc = {
#				trigger = {
#					scope:minority_councillor = {
#						death_reason = death_burned_by_mob 
#					}
#				}
#				desc = fp2_struggle.1020_desc_burned_by_mob
#			}
#			triggered_desc = {
#				trigger = {
#					scope:minority_councillor = {
#						death_reason = death_hanged_and_disemboweled_by_mob 
#					}
#				}
#				desc = fp2_struggle.1020_desc_hanged_and_disemboweled_by_mob
#			}
#			triggered_desc = {
#				trigger = {
#					scope:minority_councillor = {
#						death_reason = death_crucified_by_mob 
#					}
#				}
#				desc = fp2_struggle.1020_desc_crucified_by_mob
#			}
#			triggered_desc = {
#				trigger = {
#					scope:minority_councillor = {
#						death_reason = death_defenestrated_by_mob 
#					}
#				}
#				desc = fp2_struggle.1020_desc_defenestrated_by_mob
#			}
#			triggered_desc = {
#				trigger = {
#					scope:minority_councillor = {
#						death_reason = death_molten_silver_by_mob 
#					}
#				}
#				desc = fp2_struggle.1020_desc_molten_silver_by_mob
#			}
#			triggered_desc = {
#				trigger = {
#					scope:minority_councillor = {
#						death_reason = death_torn_to_pieces_by_mob 
#					}
#				}
#				desc = fp2_struggle.1020_desc_torn_to_pieces_by_mob
#			}
#		}
#		first_valid = {
#			triggered_desc = {
#				trigger = { 
#					scope:councillor_executor = {
#						exists = var:relative_created 
#					}
#				}
#				desc = fp2_struggle.1020_desc_councillor_had_family
#			}
#			triggered_desc = {
#				trigger = {
#					scope:minority_councillor =	{
#						fp2_struggle.1020_minority_councillor_faith_trigger = yes 
#					}
#				}
#				desc = fp2_struggle.1020_desc_councillor_had_no_family_faith 
#			}		
#		}
#	}
#				
#	theme = dread
#	cooldown = { years = 15 }
#	override_background = { reference = council_chamber }
#
#	left_portrait = {
#		character = root
#		animation = disbelief 
#	}
#	right_portrait = {
#		character = scope:councillor_executor  
#		animation = anger 
#	}
#
#	lower_left_portrait = scope:minority_councillor 
#
#	
#	trigger = {
#		has_fp2_dlc_trigger = yes
#
#		any_councillor = {	fp2_struggle.1020_minority_councillor_faith_trigger = yes }
#
#		capital_county = { county_control < low_county_control_limit } #root's capital having low control isn't strictly necessary, but adds to the emergent feeling here
#	}	
#
#	immediate = {
# 
# 		random_councillor = { #this is the dead councillor
# 			limit = { fp2_struggle.1020_minority_councillor_faith_trigger = yes }
#			save_scope_as = minority_councillor 
#		}
#
#		capital_county = { save_scope_as = unrest_capital } #so we can use the capital for loc 
#
#		scope:minority_councillor = { #and this is how they met their untimely end 
#			random_list = {
#				10 = {
#					death = {
#						death_reason = death_beaten_by_mob
#					}
#				}
#				10 = {
#					death = {
#						death_reason = death_burned_by_mob
#					}
#				}
#				20 = {
#					death = {
#						death_reason = death_hanged_and_disemboweled_by_mob
#					}
#				}
#				20 = {
#					death = {
#						death_reason = death_crucified_by_mob
#					}
#				}
#				10 = {
#					death = {
#						death_reason = death_defenestrated_by_mob
#					}
#				}
#				20 = {
#					death = {
#						death_reason = death_molten_silver_by_mob
#					}
#				}
#				10 = {
#					death = {
#						death_reason = death_torn_to_pieces_by_mob 
#					}
#				}	
#			}
#		}
#
#		if = { #now let's see if there's any relative of the late councillor that could be considered relevant! 
#			limit = {
#				any_powerful_vassal = {
#					is_ai = yes 
#					is_close_or_extended_family_of = scope:minority_councillor 
#					is_powerful_vassal = yes
#				} 
#			}
#			random_powerful_vassal = {
#				limit = {
#					is_ai = yes 
#					is_close_or_extended_family_of = scope:minority_councillor 
#					is_powerful_vassal = yes 
#				}
#				save_scope_as = councillor_executor
#				set_variable = relative_created #this variable is for use in triggers later
#			}	 
#		}
#
#		else_if = {
#			limit = {
#				any_powerful_vassal = {
#					is_ai = yes 
#					is_close_family_of = scope:minority_councillor 
#				} 
#			}
#			random_powerful_vassal = {
#				limit = {
#					is_ai = yes 
#					is_close_family_of = scope:minority_councillor 
#				}
#				save_scope_as = councillor_executor
#				set_variable = relative_created 
#			}
#		}
#
#		else_if = {
#			limit = {
#				any_powerful_vassal = {
#					is_ai = yes 
#					is_close_or_extended_family_of = scope:minority_councillor 
#				} 
#			}
#			random_powerful_vassal = {
#				limit = {
#					is_ai = yes 
#					is_close_or_extended_family_of = scope:minority_councillor 
#				}
#				save_scope_as = councillor_executor
#				set_variable = relative_created 
#			}
#		}
#			
#		else_if = { 
#			limit = {
#				any_neighboring_and_across_water_top_liege_realm_owner = {
#					is_ai = yes
#					is_close_or_extended_family_of = scope:minority_councillor 
#					OR = {
#						fp2_character_involved_in_struggle_trigger = yes
#   						fp2_character_interloper_in_struggle_trigger = yes
#					}
#				}
#			}
#			random_neighboring_and_across_water_top_liege_realm_owner = {
#				limit = {
#					is_ai = yes 
#					is_close_or_extended_family_of = scope:minority_councillor 
#					OR = {
#						fp2_character_involved_in_struggle_trigger = yes
#   						fp2_character_interloper_in_struggle_trigger = yes
#					}
#				}
#				save_scope_as = councillor_executor 
#				set_variable = relative_created
#			}
#		}
#
#		else_if = { 
#			limit = {
#				any_ruler = {
#					is_ai = yes
#					is_close_or_extended_family_of = scope:minority_councillor 
#				}
#			}
#			random_ruler = {
#				limit = {
#					is_ai = yes 
#					is_close_or_extended_family_of = scope:minority_councillor 
#				}
#				save_scope_as = councillor_executor 
#				set_variable = relative_created
#			}
#		}
#
#		else_if = { 
#			limit = {
#				any_courtier = {
#					is_ai = yes
#					is_close_or_extended_family_of = scope:minority_councillor 
#				}
#			}
#			random_courtier = {
#				limit = {
#					is_ai = yes 
#					is_close_or_extended_family_of = scope:minority_councillor 
#				}
#				save_scope_as = councillor_executor 
#				set_variable = relative_created
#			}
#		}
#
#		else = { #if no relevant relative was found, we instead create a community leader to fire option b with! 
#			create_character = {
#				age = { 20 80 }
#				location = root.capital_province
#				template = merchant_template
#				culture = scope:minority_councillor.culture 
#				faith = scope:minority_councillor.faith 
#				save_scope_as = councillor_executor  
#			}
#			hidden_effect = {
#				scope:councillor_executor = { #just because, I want more rotund people 
#					add_character_modifier = {
#						modifier = obese_modifier 
#					}
#				}
#			}
#		}	
#
#		scope:minority_councillor = {
#			every_close_or_extended_family_member = {
#				custom = all_family_members
#				if = {
#					limit = { 
#						is_ai = yes 
#						this != root
#					}
#					add_opinion = {
#						target = root
#						opinion = -20
#						modifier = blames_for_death_of_relative_opinion 
#					}
#				}					
#			}		
#		}	
#	}
#
#
#	option = { #Make amends to councillor's dynasty
#		name = fp2_struggle.1020.a
#
#		trigger = {
#			scope:councillor_executor = {
#				exists = var:relative_created 
#			}
#		}
#
#		ai_chance = { #rational and somewhat honorable AIs pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_rationality = 0.5
#            	ai_honor = 0.3 
#            	#but bold and vengeful ones do not
#            	ai_boldness = -0.5
#            	ai_vengefulness = -0.5
#        	}
#   		}
#
#   		stress_impact = {
#			#arrogant characters don't care for this
#			arrogant = minor_stress_impact_gain
#			callous = minor_stress_impact_gain 
#			stubborn = minor_stress_impact_gain
#
#			#socially awkward ones aren't fond of it either
#			paranoid = minor_stress_impact_gain
#			shy = minor_stress_impact_gain
#		}
#
#		add_character_modifier = {
#			modifier = compelling_apology_modifier 
#			years = 10 
#		}
#
#		scope:minority_councillor = {
#			every_close_or_extended_family_member = {
#			custom = all_family_members
#				if = {
#					limit = { is_ai = yes }
#					add_opinion = {
#						target = root
#						opinion = 10
#						modifier = made_amends_opinion 
#					}
#				}					
#			}		
#		}		
#	}
#
#	option = { #Pay restitution to councillor's people 
#		name = fp2_struggle.1020.b
#
#		trigger = {
#			scope:councillor_executor = {
#				NOT = { exists = var:relative_created }
#			}
#		}
#
#		ai_chance = { #compassionate AIs takes this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_compassion = 0.7
#            	ai_honor = 0.3 
#            	#but zealous and vengeful ones do not
#            	ai_zeal = -0.5
#            	ai_vengefulness = -0.5
#        	}
#   		}
#
#   		stress_impact = {
#			#arrogant characters don't wanna do this 
#			arrogant = minor_stress_impact_gain
#			callous = minor_stress_impact_gain 
#			stubborn = minor_stress_impact_gain
#
#			#nor those who hate the people
#			paranoid = minor_stress_impact_gain
#			vengeful = minor_stress_impact_gain
#		}
#
#		remove_treasury_or_gold = medium_treasury_or_gold_value #restitution isn't free! 
#
#		add_character_modifier = {
#			modifier = restitution_to_minorities_modifier 
#			years = 15
#		} 			
#	}
#
#	option = { #Hunt down the perpetrators 
#		name = fp2_struggle.1020.c
#
#		ai_chance = { #energetic and vengeful AI picks this option. 
#        	base = 10
#        	ai_value_modifier = {
#           		ai_energy = 0.5
#            	ai_vengefulness = 0.7
#            	#but compassionate ones might not
#            	ai_compassion = -0.7
#        	}
#   		}
#
#   		stress_impact = { #this is cruel and a lot of effort... 
#			compassionate = minor_stress_impact_gain
#			forgiving = minor_stress_impact_gain
#			lazy = minor_stress_impact_gain 
#		}
#
#		
#		add_character_modifier = {
#			modifier = memorable_public_execution_modifier 
#			years = 10 
#		} 
#					
#
#		add_prestige = minor_prestige_gain	
#
#		if = { 
#			limit = { exists = var:relative_created }
#			scope:councillor_executor = {
#				add_opinion = {
#					target = root
#					opinion = 20
#					modifier = avenged_relative_opinion	
#					
#				}
#			}
#		}		
#	}
#
#	option = { #Restore order in the capital 
#		name = fp2_struggle.1020.d
#
#		ai_chance = { #rational and compassionate AIs pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_rationality = 0.9
#            	ai_compassion = 0.3 
#            	#but bold and zealous ones do not
#            	ai_boldness = -0.5
#            	ai_zeal = -0.5
#        	}
#   		}
#
#   		stress_impact = {
#			#cruel or lazy characters don't bother with this
#			callous = minor_stress_impact_gain
#			lazy = minor_stress_impact_gain 
#			sadistic = minor_stress_impact_gain
#
#			#and vengeful ones would rather pursue revenge. 
#			vengeful = minor_stress_impact_gain
#		}	
#
#		if = { 
#			limit = { exists = var:relative_created }
#			scope:councillor_executor = {
#				add_opinion = {
#					target = root
#					opinion = -10
#					modifier = ignored_demands_opinion	
#				}
#			}
#		}
#		
#		add_prestige = minor_prestige_gain 
#
#		root.capital_county = { change_county_control = medium_county_control_gain }										
#	}							
#}
#
####################################
## The Vision
## By Ola Jentzsch
####################################
#fp2_struggle.1050 = {
#	type = character_event 
#	title = fp2_struggle.1050.t
#	desc = {
#		first_valid = {
#			desc = fp2_struggle.1050.desc_opening
#		}
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					OR = { has_religion = religion:eastern_orthodox_religion has_religion = religion:catholic_religion has_religion = religion:protestant_religion }
#					scope:visionary_spouse= {
#						has_OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } 
#					}
#				}
#				desc = fp2_struggle.1050.desc_christian
#			}
#			triggered_desc = {
#				trigger = {
#					has_religion = religion:islam_religion
#					scope:visionary_spouse= {
#						has_religion = religion:islam_religion
#					}
#				}
#				desc = fp2_struggle.1050.desc_islamic 
#			}
#			triggered_desc = {
#				trigger = {
#					has_religion = religion:folkgerman_religion
#					scope:visionary_spouse= {
#						has_religion = religion:folkgerman_religion
#					}
#				}
#				desc = fp2_struggle.1050.desc_rampaging_barbarian_heathen 
#			}
#			desc = fp2_struggle.1050.desc_non_barbarian_heathen	
#		}
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					root = {
#						OR = {
#							culture = culture:andalusian
#							culture = culture:bedouin
#						}
#					}
#					scope:visionary_spouse = {
#						OR = {
#							culture = culture:andalusian
#							culture = culture:bedouin
#						}
#					}
#				}
#				desc = fp2_struggle.1050.desc_islamic_heritage
#			}
#			triggered_desc = {
#				trigger = {
#					has_religion = religion:catholic_religion 
#					scope:visionary_spouse= {
#						has_religion = religion:catholic_religion
#					}
#				}
#				desc = fp2_struggle.1050.desc_christian_bling_reference_drop
#			}
#			desc = fp2_struggle.1050.desc_middle_neutral_version
#		}
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					scope:visionary_spouse = {
#						OR = { 
#							has_relation_lover = root
#							has_relation_soulmate = root 
#						}
#					}
#				}
#				desc = fp2_struggle.1050.desc_love_and_warmth_ending 
#			}
#			desc = fp2_struggle.1050.desc_no_love_and_warmth_ending 
#		}
#	}
#
#	theme = death
#	override_background = { reference = battlefield } ##
#
#	left_portrait = {
#		character = root
#		animation = disapproval 
#	}
#	right_portrait = {
#		character = scope:visionary_spouse 
#		animation = paranoia 
#	}
#
#	
#	trigger = { 
#		has_fp2_dlc_trigger = yes
#
#		is_landed_or_landless_administrative = yes
#		
#		any_spouse = { is_courtier = yes }
#
#		fp2_character_involved_in_struggle_trigger = yes 
#
#		struggle:iberian_struggle = { is_struggle_phase = struggle_iberia_phase_hostility }	
#	}
#		
#	cooldown = { #this event shouldn't fire too often, since the context with the spouse's dream is pretty specific. 
#		years = 100
#	}
#
#
#	immediate = {
#
#		random_spouse = { 
#			weight = {
#				base = 1
#				modifier = {
#					factor = 5
#					this = primary_spouse 
#				}
#			}
#			save_scope_as = visionary_spouse 
#		}
#
#		scope:visionary_spouse = {
#			add_character_modifier = {
#				modifier = foreboding_visions_modifier 
#				years = 10 
#			}
#		}
#
#		hidden_effect = {
#			scope:visionary_spouse = {
#				contract_disease_effect = { DISEASE = ill TREATMENT_EVENT = no }
#			}
#		}
#	}
#
#	option = {
#	name = fp2_struggle.1050.a
#
#		trigger = {
#			faith = {
#				OR = {
#					has_doctrine_parameter = witchcraft_illegal
#					has_doctrine_parameter = witchcraft_shunned 
#				}
#			}
#		}
#	
#		ai_chance = { #bold, vengeful and zealous AI goes for this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_boldness = 0.5
#            	ai_vengefulness = 0.7 
#            	ai_zeal = 0.7
#            	ai_compassion = -1 #whereas compassionate, rational and honorable ones really, really doesn't
#            	ai_rationality = -1
#            	ai_honor = -0.5
#        	}
#   		}
#
#   		stress_impact = { 
#   			compassionate = major_stress_impact_gain #compassionate people don't accuse their spouse of being a witch
#   			craven = minor_stress_impact_gain #cravens don't dare throw her in jail
#   			trusting = medium_stress_impact_gain #and trusting people don't accuse her either
#			eccentric = minor_stress_impact_loss
#   		}
#
#   		custom_tooltip = fp2_struggle.1050.spouse_imprisoned #you throw your spouse into the dungeon for being a suspected witch
#		hidden_effect = {
#			scope:visionary_spouse = { 
#  				hard_imprison_character_effect = {
#  					TARGET = this
#  					IMPRISONER = root
#   				}
#   			}
#   		}
#	}
#
#	option = {
#	name = fp2_struggle.1050.b
#
#		ai_chance = { #lazy zealous AI pick this option 
#        	base = 10
#        	ai_value_modifier = {
#           		ai_zeal = 0.8
#           		ai_energy = -0.7
#            	ai_vengefulness = -0.7 
#        	}
#   		}
#
#   		stress_impact = { 
#   			cynical = minor_stress_impact_gain #cynics don't really put their faith in God
#   		}
#
#   		duel = { #this duel is root trying to make their spouse feel better. 
#			skill = diplomacy
#			value = medium_skill_rating
#
#			20 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 2
#				}
#				modifier = {
#					add = 15
#					has_trait = compassionate
#				}
#				modifier = {
#					add = 20
#					has_trait = zealous 
#				}
#				send_interface_toast = {
#					title = comforting_spouse_visionary_toast.success
#					left_icon = root
#					right_icon = scope:visionary_spouse 
#
#					scope:visionary_spouse = {
#						add_opinion = {
#							target = root 
#							modifier = comforted_opinion
#						}
#					}
#					custom_tooltip = fp2_struggle.1050.condition_might_improve
#					hidden_effect = {
#						scope:visionary_spouse = { 
#							recover_from_disease_effect = { DISEASE = ill }		
#						}
#					}
#				}
#			}
#			20 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -1
#				}
#				modifier = {
#					add = 20
#					has_trait = callous
#				}
#				modifier = {
#					add = 10
#					has_trait = sadistic
#				}
#				send_interface_toast = {
#					title = comforting_spouse_visionary.failure
#					left_icon = root
#					right_icon = scope:visionary_spouse
#					
#					scope:visionary_spouse = {
#						add_opinion = {	
#							target = root 
#							modifier = failed_comfort_opinion
#						}	
#					}
#
#					custom_tooltip = fp2_struggle.1050.condition_might_get_worse
#					hidden_effect = {
#						scope:visionary_spouse = {
#							add_character_modifier = {
#								modifier = mysterious_prophetess_illness_modifier 
#								years = 5
#							}
#						}
#					}
#				}
#			}
#		} 
#	}
#
#	option = { #Come, tell me more of your visions 
#	name = fp2_struggle.1050.c
#
#		ai_chance = { #compassionate AIs pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_compassion = 1
#            	ai_energy = 0.5
#            	ai_vengefulness = -0.5
#        	}
#   		}
#
#   		stress_impact = { #unpleasant types don't pick this option... 
#   			arrogant = minor_stress_impact_gain 
#   			callous = medium_stress_impact_gain
#   			sadistic = medium_stress_impact_gain
#			eccentric = minor_stress_impact_loss
#   		}
#
#   		scope:visionary_spouse = { 
#			if = {
#				limit = { 
#					OR = { 
#						has_relation_lover = root
#						has_relation_soulmate = root 
#					}
#				}
#				add_opinion = {
#					target = root
#					modifier = listened_opinion
#				}
#			}	
#			else = {
#				progress_towards_lover_effect = {
#					CHARACTER = root
#					REASON = lover_comforted_nightmare
#					OPINION = 0
#				}
#			}	
#		}
#
#		custom_tooltip = fp2_struggle.1050.condition_might_improve
#					hidden_effect = {
#						scope:visionary_spouse = { 
#							recover_from_disease_effect = { DISEASE = ill }		
#						}
#					}
#
#		add_character_modifier = {
#			modifier = frightened_by_portent_modifier
#			years = 10 
#		}
#	}
#
#	option = { #Leave me be, I am planning my next conquest 
#	name = fp2_struggle.1050.d
#
#		ai_chance = { #Ambitious AIs pick this option
#        	base = 10
#        	ai_value_modifier = {
#           		ai_boldness = 0.5
#            	ai_energy = 0.7 
#            	ai_greed = 0.5
#            	ai_compassion = -0.7
#        	}
#   		}
#
#   		stress_impact = { 
#   			compassionate = minor_stress_impact_gain
#			eccentric = minor_stress_impact_gain
#   		}
#
#   		scope:visionary_spouse = {
#			add_opinion = {	
#				target = root 
#				modifier = failed_comfort_opinion
#			}	
#		}
#
#   		custom_tooltip = fp2_struggle.1050.condition_might_get_very_worse 
#		hidden_effect = {
#			random = {
#				chance = 90
#				scope:visionary_spouse = {
#					add_character_modifier = {
#						modifier = mysterious_prophetess_illness_modifier 
#						years = 5
#					}
#					add_trait = depressed_1
#				}
#			}
#		}
#	}
#}
#
####################################
## Disorderly Market
## By Hugo Cortell
#################################### VSCODE: Use control + / to comment/uncomment entire blocks of code. And control + shift + [ (or ]) to fold/unfold a block!
#scripted_trigger fp2_struggle_2000_check_holds_city_scripted_trigger = {
#	title_province = { has_holding_type = city_holding }
#	exists = holder
#	holder != root
#}
#
#fp2_struggle.2000 = {
#	type = character_event
#	title = fp2_struggle.2000.t
#	desc = fp2_struggle.2000.desc
#	theme = stewardship
#	cooldown = { years = 5 }
#	override_background = { reference = market }
#	left_portrait = root
#	right_portrait = {
#		character = scope:fp2_2000_market_inspector
#		animation = anger
#	}
#
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		has_religion = religion:islam_religion
#		faith = {
#			OR = {
#				has_doctrine = tenet_tax_nonbelievers
#				has_doctrine = special_doctrine_jizya
#				has_doctrine = tenet_religious_legal_pronouncements
#				has_doctrine = tenet_legalism
#			}
#		}
#
#		exists = cp:councillor_steward
#		cp:councillor_steward 	= { is_available_ai_adult = yes }
#		exists = cp:councillor_court_chaplain
#		cp:councillor_court_chaplain = { is_available_ai_adult = yes }
#		
#		any_sub_realm_barony = { 
#			fp2_struggle_2000_check_holds_city_scripted_trigger = yes
#		}
#
#		any_pool_character = {
#			province = root.capital_province
#			has_no_particular_noble_roots_trigger = yes
#			is_available_healthy_ai_adult = yes
#		}
#	}
#
#	immediate = {
#		random_sub_realm_barony = { 
#			limit = { fp2_struggle_2000_check_holds_city_scripted_trigger = yes }
#			county = { save_scope_as = se_2000_county }
#		}
#
#		cp:councillor_steward 	= { save_scope_as = 2000_scoped_steward }
#		cp:councillor_court_chaplain = { save_scope_as = 2000_scoped_chaplain }
#
#		create_character = {
#			age = { 20 50 }
#			location = root.capital_province
#			gender_female_chance = root_faith_dominant_gender_female_chance
#			trait = just
#			trait = craven
#			trait = patient
#			trait = temperate
#			culture = root.culture
#			faith = root.faith
#
#			dynasty = none
#			after_creation = { 
#				add_gold = { minor_gold_value medium_gold_value }
#				add_prestige = { minor_prestige_gain medium_prestige_gain }
#				add_piety = { medium_piety_gain major_piety_gain }
#			}
#
#			save_scope_as = fp2_2000_market_inspector
#		}
#		if = { # RoCo
#			limit = {
#				has_dlc_feature = royal_court
#				employs_court_position = chief_qadi_court_position
#				any_court_position_holder = {
#					type = chief_qadi_court_position
#					is_available_ai_adult = yes
#				}
#			}
#			random_court_position_holder = {
#				type = chief_qadi_court_position
#				limit = {
#					is_available_ai_adult = yes
#				}
#				save_scope_as = fp2_2000_chief_qadi
#			}
#		}
#	}
#
#	option = { # Mandatory lunatic option (now rakish)
#		name = fp2_struggle.2000.f
#		trigger = { has_trait = rakish }
#		stress_impact = { 
#			chaste = major_stress_impact_gain
#			zealous = major_stress_impact_gain
#		}
#
#		flavor = fp2_struggle.2000.f.desc
#		send_interface_toast = {
#			type = event_stewardship_good_with_text
#			title = fp2_struggle.2000.f.notif
#			desc = fp2_struggle.2000.f.notif.desc
#
#			stress_impact = { chaste = medium_stress_impact_gain }
#
#			scope:2000_scoped_chaplain = {
#				add_opinion = {
#					target = root
#					modifier = impious_opinion
#					opinion = -25
#				}
#			}
#
#			add_piety = major_piety_loss
#
#			scope:se_2000_county = { 
#				add_county_modifier = {
#					modifier = fp2_free_market_boom_modifier
#					years = 5
#				}
#			}
#			add_character_modifier = {
#				modifier = fp2_lenient_towards_foreign_merchants_modifier
#				years = 5
#			}
#		}
#
#		ai_chance = {
#			base = 15
#		}
#	}
#
#	option = { # Guards! Purge!
#		name = fp2_struggle.2000.e
#
#		trigger = {
#			OR = {
#				has_trait = reaver
#				has_trait = order_member
#				has_trait = aggressive_attacker 
#			}
#		}
#		stress_impact = { 
#			just = major_stress_impact_gain
#			forgiving = major_stress_impact_gain
#			calm = minor_stress_impact_gain
#			trusting = medium_stress_impact_gain
#		}
#
#		if = {
#			limit = { has_trait = sadistic } # Small detail
#			send_interface_toast = {
#				type = event_toast_effect_good
#				title = fp2_ruthless_market_oversight_modifier
#				left_icon = root
#	
#				add_dread = medium_dread_gain
#				scope:se_2000_county = {
#					add_county_modifier = {
#						modifier = fp2_ruthless_market_oversight_modifier
#						years = 5
#					}
#				}
#			}
#		}
#		else = {
#			send_interface_toast = {
#				type = event_toast_effect_bad
#				title = fp2_ruthless_market_oversight_modifier
#				left_icon = root
#	
#				add_dread = medium_dread_gain
#				scope:se_2000_county = {
#					add_county_modifier = {
#						modifier = fp2_ruthless_market_oversight_modifier
#						years = 5
#					}
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 5
#			modifier = {
#				add = 15
#				OR = {
#					has_trait = sadistic
#					has_trait = zealous
#					has_trait = wrathful
#				}
#			}
#			modifier = {
#				add = -40
#				has_trait = compassionate
#			}
#		}
#	}
#
#	option = { # Intervene with threat of calling judge
#		name = fp2_struggle.2000.a
#		flavor = fp2_struggle.2000.a.desc
#
#		duel = {
#			skill = diplomacy
#			value = medium_skill_rating
#
#			30 = {
#				desc = fp2_struggle.2000.a.a
#
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 2.5
#				}
#				modifier = {
#					add = 5
#					has_trait = fickle
#				}
#				modifier = {
#					add = 20
#					has_trait = craven
#				}
#				modifier = {
#					add = 3
#					has_trait = lazy
#				}
#				modifier = {
#					add = 3
#					has_trait = arbitrary
#				}
#
#				send_interface_toast = {
#					type = event_toast_effect_bad
#					title = fp2_struggle.2000.a.a.notif
#
#					if = { # RoCo
#						limit = {
#							exists = scope:fp2_2000_chief_qadi
#						}
#						reverse_add_opinion = {
#							target = scope:fp2_2000_chief_qadi
#							modifier = respect_opinion
#							opinion = 15
#						}
#					}
#	
#					scope:se_2000_county = { 
#						add_county_modifier = {
#							modifier = fp2_inefficient_market_oversight_modifier
#							years = 5
#						}
#					}
#				}
#			}
#			70 = {
#				desc = fp2_struggle.2000.a.b
#
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 2.5
#				}
#				
#				modifier = {
#					add = 5
#					has_trait = humble
#				}
#				modifier = {
#					add = 5
#					has_trait = ambitious
#				}
#				modifier = {
#					add = 10
#					has_trait = gregarious
#				}
#				modifier = {
#					add = 15
#					has_trait = just
#				}
#
#				send_interface_toast = {
#					type = event_toast_effect_good
#					title = fp2_struggle.2000.a.b.notif
#					left_icon = scope:2000_scoped_steward
#
#					scope:se_2000_county = { 
#						add_county_modifier = {
#							modifier = fp2_smooth_market_oversight_modifier
#							years = 5
#						}
#					}
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 60
#			modifier = {
#				add = 25
#				has_trait = just
#			}
#			modifier = {
#				add = -25
#				has_trait = arbitrary
#			}
#			modifier = {
#				add = -15
#				has_trait = lazy
#			}
#			modifier = {
#				add = -5
#				has_trait = arrogant
#			}
#		}
#	}
#
#	option = { # Let the free market decide, free from tradition
#		name = fp2_struggle.2000.d
#		flavor = fp2_struggle.2000.d.desc
#
#		stress_impact = { 
#			zealous = major_stress_impact_gain
#			humble = medium_stress_impact_gain
#			content = medium_stress_impact_gain
#			just = minor_stress_impact_gain
#			temperate = medium_stress_impact_gain
#		}
#
#		reverse_add_opinion = {
#			target = scope:2000_scoped_chaplain
#			modifier = impious_opinion
#			opinion = -30
#		}
#		reverse_add_opinion = {
#			target = scope:2000_scoped_steward
#			modifier = respect_opinion
#			opinion = 15
#		}
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = fp2_free_market_boom_modifier
#			left_icon = scope:2000_scoped_steward
#
#			add_piety = medium_piety_loss
#
#			scope:se_2000_county = { 
#				add_county_modifier = {
#					modifier = fp2_free_market_boom_modifier
#					years = 6
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 0
#			modifier = {
#			  add = 15
#			  has_trait = greedy
#			}
#			modifier = {
#			  add = -40
#			  has_trait = zealous
#			}
#		}
#	}
#
#	option = { # Reprimand the inspector
#		name = fp2_struggle.2000.b
#		flavor = fp2_struggle.2000.b.desc
#
#		stress_impact = { compassionate = medium_stress_impact_gain }
#		add_dread = miniscule_dread_gain
#
#		send_interface_toast = {
#			type = event_stewardship_good_with_text
#			title = fp2_struggle.2000.b.notif
#			desc = fp2_struggle.2000.b.notif.desc
#
#			scope:se_2000_county = { 
#				add_county_modifier = {
#					modifier = fp2_smooth_market_oversight_modifier
#					years = 5
#				}
#			}
#
#			scope:2000_scoped_chaplain = {
#				add_opinion = {
#					target = root
#					modifier = cruelty_opinion
#					opinion = -15
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 34
#			modifier = {
#				add = 15
#				OR = {
#					has_trait = sadistic
#					has_trait = callous
#				}
#			}
#			modifier = {
#				add = 5
#				has_trait = impatient
#			}
#			modifier = {
#				add = 3
#				has_trait = diligent
#			}
#			modifier = {
#				add = -25
#				has_trait = compassionate
#			}
#			modifier = {
#				add = -15
#				OR = {
#					has_trait = trusting
#					has_trait = calm
#					has_trait = forgiving
#				}
#			}
#			modifier = {
#				add = -5
#				has_trait = humble
#			}
#		}
#	}
#
#	after = { scope:fp2_2000_market_inspector = { silent_disappearance_effect = yes } }
#}
#
####################################
## Desperate Villagers Seek New Lord
## By Hugo Cortell
####################################
#scripted_trigger fp2_struggle_2001_desperate_county_scripted_trigger = {
#	NOT = { root = { has_claim_on = prev } }
#	trigger_if = {	# Checking that we are not offering up the capital of a duke or higher
#		limit = { 
#			holder = {
#				highest_held_title_tier >= tier_duchy
#			}
#		}
#		this != holder.capital_county
#	}
#
#	holder = { # Balance, malus must not affect players
#		is_ai = yes
#		top_liege = { is_ai = yes }
#	}
#
#	OR = {
#		county_opinion < 0
#		county_control < 81 # Note: if considered too restrictive for normal play, update to != 100
#	}
#
#	squared_distance = {
#		target = root.capital_province
#		value < squared_distance_medium 
#	}
#}
#
#fp2_struggle.2001 = {
#	type = character_event
#	title = fp2_struggle.2001.t
#	desc = {
#		desc = fp2_struggle.2001.desc
#		triggered_desc = {
#			trigger = {
#				is_allied_to = scope:fp2_2001_desperate_county.holder
#			}
#			desc = fp2_struggle.2001.desc.extra.a
#		}
#		triggered_desc = {
#			trigger = {
#				has_truce = scope:fp2_2001_desperate_county.holder
#			}
#			desc = fp2_struggle.2001.desc.extra.b
#		}
#	} 
#
#	theme = vassal
#	cooldown = { years = 20 }
#	left_portrait = {
#		character = root
#		animation = personality_rational
#	}
#	right_portrait = {
#		character = scope:fp2_2001_desperate_elder
#		animation = beg
#	}
#	lower_right_portrait = scope:fp2_2001_desperate_county.holder.top_liege
#
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		struggle:iberian_struggle = {
#			is_struggle_phase = struggle_iberia_phase_hostility
#
#		}
#		
#		any_neighboring_and_across_water_top_liege_realm_owner = {
#			fp2_character_involved_in_struggle_trigger = yes
#			any_sub_realm_county = {
#				fp2_struggle_2001_desperate_county_scripted_trigger = yes
#			}
#		}
#	}
#
#	immediate = {
#		if = {
#			limit = { exists = cp:councillor_court_chaplain }
#			cp:councillor_court_chaplain = { save_scope_as = 2001_scoped_chaplain }
#		}
#
#		random_neighboring_and_across_water_top_liege_realm_owner = {
#			limit = {
#				fp2_character_involved_in_struggle_trigger = yes
#				any_sub_realm_county = { fp2_struggle_2001_desperate_county_scripted_trigger = yes }
#			}
#			random_sub_realm_county = {
#				limit = { fp2_struggle_2001_desperate_county_scripted_trigger = yes }
#				save_scope_as = fp2_2001_desperate_county
#			}
#		}
#
#		create_character = {
#			age = { 38 71 }
#			location = scope:fp2_2001_desperate_county.title_province
#			gender_female_chance = root_faith_dominant_gender_female_chance
#			trait = peasant_leader
#			random_traits = yes
#			culture = scope:fp2_2001_desperate_county.culture
#			random_faith = { 
#				root.faith = { trigger = { always = yes } }
#				scope:fp2_2001_desperate_county.faith  = { trigger = { always = yes } }
#			}
#			dynasty = none
#			after_creation = { add_gold = medium_gold_value }
#
#			save_scope_as = fp2_2001_desperate_elder
#		}
#
#		# AI war-savviness calc variables
#		scope:fp2_2001_desperate_county.holder.top_liege = { save_temporary_scope_as = target_military }
#		set_variable = {
#			name = ai_strength_multiplier # This is how much stronger root has to be (could even be used for custom loc! but the script is complex enough as it is)
#			value = 1.25
#		}
#		if = { # Calculate if AI can win war, decision of war requires traits AND for it to be favourable. This calcs if it is favourable
#			limit = { 
#				is_ai = yes # Are you AI?
#				scope:fp2_2001_desperate_county.holder.top_liege = { 
#					NOT = { 
#						is_at_war_with = root 
#						is_ai = no # Enemy must be AI (prevents AI from attacking player characters, otherwise it would feel as if the attack was random)
#					} 
#				}
#
#				# Actual strength is calc below, thanks to joe
#				root_military_strength_higher_than_military_target_value > target_military_strength_root_value
#			}
#			save_scope_as = fp2_se_2001_ai_war_winnable # Acts as boolean for wether or not the AI has a chance at winning
#		}
#		remove_variable = ai_strength_multiplier
#
#		# Option exclusivity stuffs, easier to keep track of logic
#		if = { # Faith
#			limit = {
#				OR = {
#					has_trait = holy_warrior
#					has_trait = devoted
#					has_trait = heresiarch
#					has_trait = order_member
#					has_trait = crusader_king
#					has_trait = faith_warrior
#				}
#				NOT = { 
#					faith = scope:fp2_2001_desperate_elder.faith
#					has_trait = excommunicated 
#				}
#			}
#			save_scope_as = fp2_2001_exclusive_option_faith
#		}
#		else_if = { # Greedy
#			limit = {
#				OR = {
#					has_trait = greedy
#					has_trait = avaricious
#					has_trait = logistician	
#				}
#			}
#			save_scope_as = fp2_2001_exclusive_option_greed
#		}
#	}
#
#	option = { # Pay tribute to me
#		name = fp2_struggle.2001.d
#		custom_tooltip = fp2_struggle.2001.a.desc
#
#		trigger	= {
#			exists = scope:fp2_2001_exclusive_option_greed
#			NOT = { exists = scope:fp2_2001_exclusive_option_faith }
#
#			OR = { # Tricks autoformatter into showing trait icons (wasteful)
#				has_trait = greedy
#				has_trait = avaricious
#				has_trait = logistician	
#			}
#		}
#
#		stress_impact = { 
#			compassionate = minor_stress_impact_gain 
#			humble = minor_stress_impact_gain 
#			content = minor_stress_impact_gain 
#		}
#
#		save_scope_value_as = {
#			name = fp2_se_2001_eventchoiceramifications
#			value = flag:demand_tribute
#		}
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = fp2_struggle.2001.a.notif
#			left_icon = root
#			right_icon = scope:fp2_2001_desperate_elder
#
#			add_unpressed_claim = scope:fp2_2001_desperate_county
#		}
#
#		send_interface_toast = {
#			type = event_stewardship_good_with_text
#			title = fp2_struggle.2001.d.notif
#			desc = fp2_struggle.2001.d.notif.desc
#			left_icon = scope:fp2_2001_desperate_elder
#
#			scope:fp2_2001_desperate_elder = {
#				pay_treasury_or_gold = {
#					target = root
#					value = medium_treasury_or_gold_value
#				}
#			}
#		}
#
#		if = {
#			limit = { exists = cp:councillor_steward }
#			cp:councillor_steward = { 
#				add_opinion = {
#					target = root
#					modifier = pleased_opinion
#					opinion = 15
#				} 
#			}
#		}
#
#		hidden_effect = {
#			trigger_event = {
#				id = fp2_struggle.2002
#				years = 5
#			}
#		}
#		add_character_modifier = {
#			modifier = fp2_2001_promise_reminder
#			years = 5
#		}
#
#		ai_chance = {
#			base = 0
#			modifier = {
#				add = 10
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = brave
#			}
#			modifier = {
#				add = 5
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = compassionate
#			}
#			modifier = {
#				add = 40
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = greedy
#			}
#		}
#	}
#
#	option = {	# Are you willing to give up your god for it?
#		trigger = { 
#			exists = scope:fp2_2001_exclusive_option_faith
#
#			OR = {
#				has_trait = holy_warrior # Tricking the autoformatter into showing relevant trait
#				has_trait = devoted
#				has_trait = heresiarch
#				has_trait = order_member
#				has_trait = crusader_king
#				has_trait = faith_warrior
#			}
#		}
#		name = fp2_struggle.2001.b
#
#		custom_tooltip = fp2_struggle.2001.a.desc
#		if = { 
#			limit = { exists = scope:2001_scoped_chaplain }
#			custom_tooltip = fp2_struggle.2001.a.a.desc
#		}
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = fp2_struggle.2001.a.notif
#			left_icon = root
#			right_icon = scope:fp2_2001_desperate_elder
#
#			add_unpressed_claim = scope:fp2_2001_desperate_county
#		}
#
#		send_interface_toast = {
#			type = event_stewardship_good_with_text
#			title = fp2_struggle.2001.b.notif
#			desc = fp2_struggle.2001.b.notif.desc
#			left_icon = scope:fp2_2001_desperate_elder 
#		  
#			if = {
#				limit = { exists = scope:2001_scoped_chaplain }
#				scope:2001_scoped_chaplain = {
#					add_opinion = {
#						target = root
#						modifier = pleased_opinion
#						opinion = 40
#					}
#				}
#				save_scope_value_as = {
#					name = fp2_se_2001_eventchoiceramifications
#					value = flag:demand_conversion_chap # yes
#				}
#			}
#			else = {
#				save_scope_value_as = {
#					name = fp2_se_2001_eventchoiceramifications
#					value = flag:demand_conversion_no_chap # no
#				}
#			}
#		}
#
#		every_powerful_vassal = {
#			limit = { faith = root.faith }
#			custom = fp2_every_major_vassal_notifier
#			add_opinion = {
#				target = root
#				modifier = respect_opinion
#				opinion = 15
#			}
#		}
#
#		scope:fp2_2001_desperate_county = { set_county_faith = root.faith }
#
#		hidden_effect = {
#			scope:fp2_2001_desperate_elder = { set_character_faith_with_conversion = root.faith }
#			trigger_event = {
#				id = fp2_struggle.2002
#				years = 5
#			}
#		}
#		add_character_modifier = {
#			modifier = fp2_2001_promise_reminder
#			years = 5
#		}
#
#		ai_chance = {
#			base = 0
#			modifier = {
#				add = 15
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = brave
#			}
#			modifier = {
#				add = 5
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = just
#			}
#			modifier = {
#				add = 50
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = zealous
#			}
#			modifier = {
#				add = -5
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = lazy
#			}
#		}
#	}
#
#	option = { # You have my word
#		name = fp2_struggle.2001.a
#		custom_tooltip = fp2_struggle.2001.b.desc # Three extra years for not attaching any strings
#
#		stress_impact = { 
#			craven = minor_stress_impact_gain 
#			shy = minor_stress_impact_gain 
#			lazy = minor_stress_impact_gain 
#			arrogant = major_stress_impact_gain
#		}
#		if = {
#			limit = {
#				exists = scope:fp2_2001_exclusive_option_greed
#				NOT = { exists = scope:fp2_2001_exclusive_option_faith }
#			}
#			stress_impact = {
#				greedy = medium_stress_impact_gain
#				avaricious = minor_stress_impact_gain
#			}
#		}
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = fp2_struggle.2001.a.notif
#			left_icon = root
#			right_icon = scope:fp2_2001_desperate_elder
#
#			add_unpressed_claim = scope:fp2_2001_desperate_county
#		}
#
#		every_powerful_vassal = {
#			custom = fp2_every_major_vassal_notifier
#			add_opinion = {
#				target = root
#				modifier = respect_opinion
#				opinion = 15
#			}
#		}
#
#		hidden_effect = {
#			trigger_event = {
#				id = fp2_struggle.2002
#				years = 10
#			}
#		}
#		add_character_modifier = {
#			modifier = fp2_2001_promise_reminder
#			years = 10
#		}
#
#		ai_chance = {
#			base = 0
#			modifier = {
#				add = 25
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = brave
#			}
#			modifier = {
#				add = 15
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = just
#			}
#			modifier = {
#				add = 15
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = compassionate
#			}
#			modifier = {
#				add = -35
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = arrogant
#			}
#			modifier = {
#				add = -15
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = lazy
#			}
#		}
#	}
#
#	option = { # Prove it to me, point your spears at your liege (rise up)
#		name = fp2_struggle.2001.c
#		custom_tooltip = fp2_struggle.2001.a.desc
#
#		trigger = {
#			scope:fp2_2001_desperate_county = {
#				can_title_create_faction = {
#					type = peasant_faction
#					target = scope:fp2_2001_desperate_county.holder
#				}
#			}
#
#			NOT = {
#				exists = scope:fp2_2001_exclusive_option_greed
#				exists = scope:fp2_2001_exclusive_option_faith
#			}
#		}
#		
#		stress_impact = { 
#			craven = medium_stress_impact_gain
#			content = minor_stress_impact_gain
#		}
#
#		save_scope_value_as = {
#			name = fp2_se_2001_eventchoiceramifications
#			value = flag:peasant_revolt
#		}
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = fp2_struggle.2001.a.notif
#			left_icon = root
#			right_icon = scope:fp2_2001_desperate_elder
#
#			add_unpressed_claim = scope:fp2_2001_desperate_county
#		}
#
#		every_powerful_vassal = {
#			custom = fp2_every_major_vassal_notifier
#			add_opinion = {
#				target = root
#				modifier = respect_opinion
#				opinion = 10
#			}
#		}
#
#		scope:fp2_2001_desperate_county = { # Create faction
#			title_create_faction  = {
#				type = peasant_faction
#				target = scope:fp2_2001_desperate_county.holder
#			}
#			holder = {
#				every_targeting_faction = {  # go through all existing factions
#					if = {
#						limit = {
#							any_faction_county_member = { this = scope:fp2_2001_desperate_county } # check if least one member belongs to the county
#						}
#						save_scope_as = fp2_se_2001_peasant_faction
#					}
#				}
#			}
#		}
#
#		hidden_effect = {
#			trigger_event = {
#				id = fp2_struggle.2002
#				years = 5
#			}
#		}
#		add_character_modifier = {
#			modifier = fp2_2001_promise_reminder
#			years = 5
#		}
#
#		ai_chance = {
#			base = 0
#			modifier = {
#				add = 15
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = brave
#			}
#			modifier = {
#				add = 25
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = ambitious
#			}
#			modifier = {
#				add = 10
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = just
#			}
#			modifier = {
#				add = -15
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = arrogant
#			}
#			modifier = {
#				add = -5
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = lazy
#			}
#		}
#	}
#
#	option = { # Betray and inform ruler of treachery
#		name = fp2_struggle.2001.f
#
#		stress_impact = { 
#			compassionate = major_stress_impact_gain 
#			forgiving = major_stress_impact_gain 
#		}
#
#		scope:fp2_2001_desperate_elder = {
#			death = {
#				death_reason = death_execution
#				killer = root
#			}
#		}
#		
#		if = {
#			limit = { is_allied_to = scope:fp2_2001_desperate_county.holder } # You stood by your allies
#			every_powerful_vassal = {
#				custom = fp2_every_major_vassal_notifier
#				add_opinion = {
#					target = root
#					modifier = respect_opinion
#					opinion = 10
#				}
#			}
#
#			if = {
#				limit = { NOT = { has_trait = arrogant } }
#				scope:fp2_2001_desperate_county.holder = {
#					progress_towards_friend_effect = {
#						REASON = friend_informed_ally_of_betrayal
#						CHARACTER = root
#						OPINION = 0
#					}
#
#					add_opinion = {
#						target = root
#						modifier = pleased_opinion
#						opinion = 25
#					}
#				}
#			}
#		}
#		else = {
#			every_powerful_vassal = { # Your vassals question your integrity
#				custom = fp2_every_major_vassal_notifier
#				limit = { 
#					NOR = {
#						has_trait = arbitrary
#						has_trait = sadistic
#						has_trait = arrogant
#					}
#				}
#				add_opinion = {
#					target = root
#					modifier = disgusted_opinion
#					opinion = -10
#				}
#			}
#
#			scope:fp2_2001_desperate_county.holder = {
#				add_opinion = {
#					target = root
#					modifier = respect_opinion
#					opinion = 40
#				}
#				progress_towards_friend_effect = {
#					REASON = friend_informed_ally_of_betrayal
#					CHARACTER = root
#					OPINION = 0
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 0
#			modifier = {
#				add = 5
#				has_trait = deceitful
#				is_allied_to = scope:fp2_2001_desperate_county.holder
#			}
#			
#			modifier = {
#				add = -25
#				NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder }
#				has_trait = brave
#			}
#			modifier = {
#				add = -15
#				NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder }
#				has_trait = just
#			}
#			modifier = {
#				add = -25
#				NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder }
#				has_trait = compassionate
#			}
#			modifier = {
#				add = 35
#				NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder }
#				has_trait = arrogant
#			}
#			modifier = {
#				add = 10
#				NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder }
#				has_trait = sadistic
#			}
#			modifier = {
#				add = 15
#				NOT = { is_allied_to = scope:fp2_2001_desperate_county.holder }
#				has_trait = deceitful
#			}
#		}
#	}
#
#	option = { # Dismiss
#		name = fp2_struggle.2001.e
#		custom_tooltip = fp2_struggle.2001.e.desc
#		stress_impact = { compassionate = minor_stress_impact_gain }
#
#		scope:fp2_2001_desperate_county.holder.top_liege.capital_province.county = {
#			if = {
#				limit = { root = { is_allied_to = scope:fp2_2001_desperate_county.holder } }
#				hidden_effect = { # Hides effect if allied
#					add_county_modifier = {
#						modifier = fp2_forsaken_turned_levies_modifier
#						years = 6
#					}
#				}
#			}
#			else = {
#				add_county_modifier = {
#					modifier = fp2_forsaken_turned_levies_modifier
#					years = 5
#				}
#			}
#		}
#
#		save_scope_as = did_not_call_next_event
#
#		ai_chance = {
#			base = 100
#			modifier = {
#				add = 25
#				exists = scope:fp2_se_2001_ai_war_winnable
#				has_trait = craven
#			}
#			modifier = {
#				add = -45
#				exists = scope:fp2_se_2001_ai_war_winnable
#			}
#		}
#	}
#
#	after = {
#		if = {
#			limit = { exists = scope:fp2_se_2001_peasant_faction }
#			scope:fp2_2001_desperate_elder = { save_scope_as = peasant_leader }
#			scope:fp2_2001_desperate_county = { save_scope_as = peasant_county }
#			scope:fp2_se_2001_peasant_faction = {
#
#				setup_peasant_leader_effect = yes
#
#				faction_start_war = {}
#				faction_spawn_member_county_armies_effect = {
#					FACTION = scope:fp2_se_2001_peasant_faction
#					ARMY_OWNER = scope:fp2_2001_desperate_elder
#					PEASANT_ARMY_NAME = peasant_faction_event_troops
#				}
#			}
#		}
#
#		if = {
#			limit = { 
#				exists = scope:did_not_call_next_event 
#				scope:fp2_2001_desperate_elder = { is_alive = yes }
#			}
#			scope:fp2_2001_desperate_elder = {
#				silent_disappearance_effect = yes
#			}
#		}
#	}
#}
#
## QUEST FUNCTION, check if player managed to complete objective
#fp2_struggle.2002 = {
#	hidden = yes
#
#	immediate = { # VICTORY STATE BELOW
#		if = {
#			limit = { scope:fp2_2001_desperate_county.holder.top_liege = root.top_liege } # check if lands belong to your state/kingdom/side
#			send_interface_toast = {
#				type = event_toast_effect_good
#				title = fp2_struggle.2002.t.a
#				left_icon = root
#				right_icon = scope:fp2_2001_desperate_elder
#
#
#				if = {
#					limit = { exists = scope:fp2_se_2001_eventchoiceramifications }
#					if = {
#						limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_chap } # You keet your promise to god
#						add_piety = major_piety_gain
#					}
#					else_if = {
#						limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_no_chap } # Without a chap, this is more impressive but less pious
#						add_piety = medium_piety_gain
#						add_prestige = medium_prestige_gain
#					}
#					else_if = {
#						limit = { scope:fp2_se_2001_eventchoiceramifications = flag:peasant_revolt } # You lead peasants into battle and won
#						add_prestige = minor_prestige_gain
#					}
#					else = {
#						debug_log = "Scope fp2_se_2001_eventchoiceramifications exists but has not been assigned a valid value!"
#						debug_log_scopes = yes
#					}
#				}
#	
#				scope:fp2_2001_desperate_county = {
#					add_county_modifier = {
#						modifier = county_listened_to_locals_modifier
#						years = 12
#					}
#					change_county_control = major_county_control_gain
#				}
#			}
#		}
#		else = { # FAILURE STATE BELOW
#			send_interface_toast = {
#				type = event_toast_effect_bad
#				title = fp2_struggle.2002.t.b
#				left_icon = root
#				right_icon = scope:fp2_2001_desperate_elder
#
#				add_prestige = minor_prestige_loss
#
#				if = {
#					limit = { exists = scope:fp2_se_2001_eventchoiceramifications }
#					if = {
#						limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_chap } # You failed to keep your promise to god
#						add_piety = medium_piety_loss
#						scope:2001_scoped_chaplain = {
#							add_opinion = {
#								target = root
#								modifier = impious_opinion
#								opinion = -40
#							}
#						}
#					}
#					else_if = {
#						limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_conversion_no_chap } # Without a chap, this is more impressive but less pious
#						add_piety = minor_piety_loss
#						add_prestige = minor_prestige_loss
#					}
#					else_if = {
#						limit = { scope:fp2_se_2001_eventchoiceramifications = flag:demand_tribute } # Being a weasel makes you look petty
#						add_prestige = medium_prestige_loss
#					}
#					else_if = {
#						limit = { scope:fp2_se_2001_eventchoiceramifications = flag:peasant_revolt } # You took their lives in exchange for freedom, yet returned nothing
#						add_piety = minor_piety_loss
#						add_prestige = major_prestige_loss
#						show_as_tooltip = {
#							scope:fp2_2001_desperate_county = { # This will happen anyways, but showing it creates more impact
#								holder = {
#									top_liege.capital_province.county = {
#										add_county_modifier = {
#											modifier = fp2_forsaken_turned_levies_modifier
#											years = 8
#										}
#									}
#								}
#							}
#						}
#					}
#					else = {
#						debug_log = "Scope fp2_se_2001_eventchoiceramifications exists but has not been assigned a valid value!"
#						debug_log_scopes = yes
#					}
#				}
#
#				every_powerful_vassal = {
#					add_opinion = {
#						target = root
#						modifier = disappointed_opinion
#						opinion = -10
#					}
#				}
#
#				hidden_effect = {
#					scope:fp2_2001_desperate_county = {
#						change_county_control = medium_county_control_gain
#						holder = {
#							top_liege.capital_province.county = {
#								add_county_modifier = {
#									modifier = fp2_forsaken_turned_levies_modifier
#									years = 8
#								}
#							}
#						}
#					}
#				}
#			}
#		}
#
#		scope:fp2_2001_desperate_elder = {
#			silent_disappearance_effect = yes
#		}
#	}
#}
#
####################################
## Lost Migratory Birds
## By Hugo Cortell
####################################
#scripted_trigger fp2_struggle_2003_check_has_city_scripted_trigger = {
#	title_province = { has_holding_type = city_holding }
#	exists = holder
#}
#
#fp2_struggle.2003 = {
#	type = character_event
#	title = fp2_struggle.2003.t
#	desc = fp2_struggle.2003.desc
#	theme = stewardship
#	override_background = { reference = army_camp }
#	cooldown = { years = 50 }
#	left_portrait = root
#	right_portrait = {
#		character = scope:fp2_2003_merc_actor
#		animation = loss_1 # Note: two_handed_1_aggressive could also be used
#	}
#
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		struggle:iberian_struggle ?= {
#			OR = {
#				is_struggle_phase = struggle_iberia_phase_opportunity
#				is_struggle_phase = struggle_iberia_phase_hostility
#			}
#		}
#
#		any_sub_realm_barony = { fp2_struggle_2003_check_has_city_scripted_trigger = yes }
#	}
#
#	immediate = {
#		random_sub_realm_barony = { 
#			limit = { fp2_struggle_2003_check_has_city_scripted_trigger = yes }
#			county = { save_scope_as = fp2_2003_county_town }
#		}
#
#		create_character = {
#			age = { 20 50 }
#			location = root.capital_province
#			gender_female_chance = root_faith_dominant_gender_female_chance
#			trait = wrathful
#			trait = greedy
#			trait = impatient
#			trait = callous
#			trait = wounded_2
#			culture = root.culture
#			faith = root.faith
#
#			dynasty = none
#			after_creation = { 
#				add_gold = { 0 minor_gold_value }
#				add_prestige = { minor_prestige_loss minor_prestige_gain }
#				add_piety = { medium_piety_loss minor_piety_gain }
#				add_character_flag = single_combat_duel_armor
#			}
#
#			save_scope_as = fp2_2003_merc_actor
#		}
#	}
#
#	option = { # Give them farming work
#		name = fp2_struggle.2003.d
#		flavor = fp2_struggle.2003.d.desc
#
#		trigger = { 
#			OR= {
#				has_trait = lunatic_genetic
#				has_trait = logistician
#				has_trait = comfort_eater
#				has_trait = improvident
#				stewardship > extremely_high_skill_rating
#			}
#			gold > medium_gold_value # Locals need to be paid in advance
#		}
#		stress_impact = { greedy = major_stress_impact_gain }
#
#		send_interface_toast = {
#			title = fp2_struggle.2003.e.notif.c
#			desc = fp2_struggle.2003.e.notif.c.desc
#
#			remove_treasury_or_gold = medium_treasury_or_gold_value
#			scope:fp2_2003_county_town = {
#				add_county_modifier = {
#					modifier = fp2_mercs_turned_farmers_modifier
#					years = 20
#				}
#				holder = {
#					add_character_modifier = {
#						modifier = fp2_mercenary_acquaintances_modifier
#						years = 8 # Bonus effect
#					}
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 30
#			modifier = {
#				add = 1000
#				has_trait = possessed_genetic
#			}
#		}
#	}
#
#	option = { # Offer them a stable job
#		name = fp2_struggle.2003.b
#		flavor = fp2_struggle.2003.b.desc
#
#		trigger = { # Locks the lunatic option (remove this trigger if you want more than 4 options)
#			OR = {
#				NOR= {
#					has_trait = lunatic_genetic
#					has_trait = logistician
#					has_trait = comfort_eater
#					has_trait = improvident
#					stewardship > extremely_high_skill_rating
#				}
#				gold < medium_gold_value # Peasants might need to be paid real gold, but mercs do not mind working on debt money
#			}
#		}
#
#		stress_impact = { greedy = minor_stress_impact_gain }
#
#		remove_treasury_or_gold = medium_treasury_or_gold_value
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = fp2_veteran_mercenaries_as_instructors_modifier
#			left_icon = root
#
#			scope:fp2_2003_county_town = {
#				add_county_modifier = {
#					modifier = fp2_veteran_mercenaries_as_instructors_modifier
#					years = 12
#				}
#				hidden_effect = {
#					holder = {
#						add_character_modifier = {
#							modifier = fp2_mercenary_acquaintances_modifier
#							years = 12
#						}
#					}
#				}
#			}
#		}
#
#		show_as_tooltip = {
#			scope:fp2_2003_county_town = {
#				holder = {
#					add_character_modifier = {
#						modifier = fp2_mercenary_acquaintances_modifier
#						years = 12
#					}
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 25
#			modifier = {
#				add = 5
#				has_trait = ambitious
#			}
#			modifier = {
#				add = 5
#				has_trait = generous
#			}
#			modifier = {
#				add = -50
#				has_trait = greedy
#			}
#		}
#	}
#
#	option = { # Implore them to leave
#		name = fp2_struggle.2003.a
#		stress_impact = { shy = minor_stress_impact_gain }
#
#		trigger = {
#			NOT = { has_trait = lunatic_genetic } # Cuts down the options to four in case of lunacy event, lunatics do not negotiate.
#		}
#
#		duel = {
#			skill = diplomacy
#			value = high_skill_rating
#
#			10 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -1.5
#				}
#				modifier = {
#					add = 5
#					has_trait = fickle
#				}
#				modifier = {
#					add = 20
#					has_trait = craven
#				}
#				modifier = {
#					add = 15
#					has_trait = lazy
#				}
#				modifier = {
#					add = 10
#					has_trait = wrathful
#				}
#				modifier = {
#					add = 10
#					has_trait = shy
#				}
#				modifier = {
#					add = 2
#					has_trait = trusting
#				}
#				modifier = {
#					add = 3
#					has_trait = stubborn
#				}
#
#				send_interface_toast = {
#					type = event_toast_effect_bad
#					title = fp2_struggle.2003.a.a.notif
#					left_icon = root
#	
#					add_prestige = medium_prestige_loss
#
#					scope:fp2_2003_county_town.title_province = {
#						add_province_modifier = {
#							modifier = recently_looted_modifier
#							years = 5
#						}
#					}
#				}
#			}
#			12 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 1.5
#				}
#				
#				modifier = {
#					add = 5
#					has_trait = calm
#				}
#				modifier = {
#					add = 5
#					has_trait = vengeful
#				}
#				modifier = {
#					add = 5
#					has_trait = honest
#				}
#				modifier = {
#					add = 10
#					has_trait = gregarious
#				}
#				modifier = {
#					add = 15
#					has_trait = just
#				}
#				modifier = {
#					add = 15
#					has_trait = brave
#				}
#
#				send_interface_toast = {
#					type = event_toast_effect_good
#					title = fp2_struggle.2003.a.b.notif
#					left_icon = root
#				  
#					add_prestige = medium_prestige_gain
#					scope:fp2_2003_county_town = {
#						add_county_modifier = {
#							modifier = county_listened_to_locals_modifier
#							years = 5
#						}
#					}
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 60
#			modifier = {
#				add = 5
#				has_trait = just
#			}
#			modifier = {
#				add = 25
#				has_trait = gregarious
#			}
#			modifier = {
#				add = -5
#				has_trait = arrogant
#			}
#		}
#	}
#
#	option = { # Preemptive strike
#		name = fp2_struggle.2003.c
#		flavor = fp2_struggle.2003.c.desc
#
#		stress_impact = { trusting = minor_stress_impact_gain } # Craven do not suffer a penalty, because they only plan the fight, not partake in it
#
#		duel = {
#			skill = martial
#			value = high_skill_rating
#
#			10 = {
#				desc = fp2_struggle.2003.c.a
#
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -2.5
#				}
#
#				modifier = { # Relevant skills are those that could be used in urban warfare
#					add = 5
#					has_trait = fickle
#				}
#				modifier = {
#					add = 1
#					has_trait = just
#				}
#				modifier = {
#					add = 1
#					has_trait = arrogant
#				}
#				modifier = {
#					add = 3
#					has_trait = wrathful
#				}
#				modifier = {
#					add = 5
#					has_trait = arbitrary
#				}
#				modifier = {
#					add = 3
#					has_trait = lazy
#				}
#
#				modifier = {
#					add = 5
#					has_trait = open_terrain_expert
#				}
#				modifier = {
#					add = 2
#					has_trait = reckless
#				}
#				modifier = { # "what does an INN even look like anyway?"
#					add = 3
#					has_trait = reclusive
#				}
#
#				show_as_tooltip = {
#					scope:fp2_2003_county_town = {
#						add_county_modifier = {
#							modifier = fp2_local_garrison_slaughtered_modifier
#							years = 5
#						}
#						title_province = {
#							add_province_modifier = {
#								modifier = recently_looted_modifier
#								years = 5
#							}
#						}
#					}
#				}
#
#				hidden_effect = {
#					send_interface_toast = {
#						type = event_toast_effect_bad
#						title = fp2_local_garrison_slaughtered_modifier
#						left_icon = root
#			
#						scope:fp2_2003_county_town = { # Failure outcome
#							add_county_modifier = {
#								modifier = fp2_local_garrison_slaughtered_modifier
#								years = 5
#							}
#							hidden_effect = {
#								title_province = {
#									add_province_modifier = {
#										modifier = recently_looted_modifier
#										years = 5
#									}
#								}
#							}
#						}
#					}
#				}
#			}
#			10 = {
#				desc = fp2_struggle.2003.c.b
#
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 2.5
#				}
#
#				modifier = {
#					add = 5
#					has_trait = calm
#				}
#				modifier = {
#					add = 5
#					has_trait = diligent
#				}
#				modifier = {
#					add = 3
#					has_trait = callous
#				}
#
#				modifier = {
#					add = 7
#					OR = {
#						has_trait = intellect_good_2
#						has_trait = intellect_good_3
#					}
#				}
#				modifier = {
#					add = -15
#					OR = {
#						has_trait = intellect_bad_1
#						has_trait = intellect_bad_2
#					}
#				}
#				modifier = {
#					add = -25
#					OR = {
#						has_trait = intellect_bad_3
#						has_trait = dull
#					}
#				}
#				modifier = {
#					add = 10
#					has_trait = shrewd
#				}
#
#
#				modifier = {
#					add = 20
#					has_trait = strategist
#				}
#				modifier = { # If you know how buildings are structured, you can raid them better
#					add = 5
#					has_trait = architect
#				}
#				modifier = {
#					add = 5
#					has_trait = flexible_leader
#				}
#				modifier = {
#					add = 15
#					has_trait = organizer
#				}
#				modifier = {
#					add = 3
#					has_trait = cautious_leader
#				}
#
#				add_gold = minor_gold_value
#				add_prestige = medium_prestige_gain
#				send_interface_toast = {
#					type = event_toast_effect_good
#					title = fp2_struggle.2003.c.b.notif
#					left_icon = root
#		
#					scope:fp2_2003_county_town = { # Success
#						add_county_modifier = {
#							modifier = fp2_elite_tactics_for_civil_guards_modifier
#							years = 5
#						}
#					}
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 15
#			modifier = {
#				add = 5
#				has_trait = brave
#			}
#			modifier = {
#				add = 15
#				has_trait = wrathful
#			}
#			modifier = {
#				add = 5
#				has_trait = deceitful
#			}
#			modifier = {
#				add = -25
#				has_trait = trusting
#			}
#			modifier = {
#				add = -10
#				has_trait = craven
#			}
#		}
#	}
#
#	option = { # Let the local handle it
#		name = fp2_struggle.2003.e
#		flavor = fp2_struggle.2003.e.desc
#
#		stress_impact = { 
#			compassionate = major_stress_impact_gain
#			just = medium_stress_impact_gain
#			paranoid = minor_stress_impact_gain
#		}
#
#		random_list = {
#			50 = { # Looted
#				send_interface_toast = {
#					type = event_toast_effect_bad
#					title = fp2_struggle.2003.e.notif.a
#					
#					scope:fp2_2003_county_town = {
#						title_province = {
#							add_province_modifier = {
#								modifier = recently_looted_modifier
#								years = 5
#							}
#						}
#					} 
#				}
#			}
#			25 = { # Massacre
#				send_interface_toast = {
#					type = event_toast_effect_bad
#					title = fp2_struggle.2003.e.notif.b
#					desc = fp2_struggle.2003.e.notif.b.desc
#
#					scope:fp2_2003_county_town = {
#						add_county_modifier = {
#							modifier = fp2_mercs_slaughtered_populance_modifier
#							years = 5
#						}
#					}
#				}
#			}
#			25 = { # Farming outcome
#				send_interface_toast = {
#					type = event_toast_effect_good
#					title = fp2_struggle.2003.e.notif.c
#					desc = fp2_struggle.2003.e.notif.c.desc
#
#					scope:fp2_2003_county_town = {
#						add_county_modifier = {
#							modifier = fp2_mercs_turned_farmers_modifier
#							years = 15
#						}
#					}
#				}
#			}
#		}
#	}
#
#	after = {
#		scope:fp2_2003_merc_actor = { silent_disappearance_effect = yes }
#	}
#}
#
####################################
## Ship building event
## By Hugo Cortell
####################################
#fp2_struggle.2004 = {
#	type = character_event
#	title = fp2_struggle.2004.t
#	desc = fp2_struggle.2004.desc
#
#	theme = crown
#	override_background = { reference = council_chamber }
#	left_portrait = {
#		character = root
#		animation = personality_rational
#	}
#	right_portrait = {
#		character = cp:councillor_steward
#		animation = personality_content
#	}
#	lower_right_portrait = { character = cp:councillor_marshal }
#	cooldown = { years = 150 }
#
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		current_year > 1025
#		top_liege = root
#
#		realm_size >= minor_realm_size
#
#		exists = cp:councillor_marshal
#		cp:councillor_marshal	= { is_available_ai_adult = yes }
#		exists = cp:councillor_steward
#		cp:councillor_steward	= { 
#			is_available_ai_adult = yes 
#			NOT = { has_character_flag = fp2_2004_critical_success_achieved }
#		}
#
#		any_sub_realm_county = {
#			is_coastal_county = yes
#			NOT = { has_county_modifier = fp2_successful_shipyards_modifier }
#		}
#	}
#
#	weight_multiplier  = {
#		modifier = {
#			add = 5
#			current_year > 1066
#		}
#		modifier = {
#			add = 25
#			current_year > 1450 # Caravel time
#		}
#		modifier = {
#			add = 25
#			current_year > 1550
#		}
#	}
#	immediate = {
#		cp:councillor_marshal = { save_scope_as = 2004_scoped_marshal }
#		cp:councillor_steward = {
#			save_scope_as = 2004_scoped_steward 
#			if = {
#				limit = { has_character_flag = fp2_2004_critical_success_achieved }
#				remove_character_flag = fp2_2004_critical_success_achieved # For debug
#			}
#		}
#
#		random_sub_realm_county = { 
#			limit = { is_coastal_county = yes }
#			save_scope_as = fp2_2004_dockyards
#		}
#	}
#	option = { # WE WILL BUILD BOATS OF PURE SILVER (MR addition)
#		name = fp2_struggle.2004.c
#		flavor = fp2_struggle.2004.c.desc
#
#		remove_treasury_or_gold = major_treasury_or_gold_value
#		scope:2004_scoped_steward = {
#			add_opinion = {
#				target = root
#				modifier = dismissive_opinion
#				opinion = -15
#			} 
#		}
#		scope:2004_scoped_marshal = { 
#			add_opinion = {
#				target = root
#				modifier = dismissive_opinion
#				opinion = -20
#			} 
#		}
#
#		scope:2004_scoped_steward = {
#			duel = {
#				skill = learning
#				value = high_skill_rating
#
#				25 = { # Failure Outcome
#					compare_modifier = { 
#						value = scope:duel_value
#						multiplier = -1.5
#      					min = -24
#					}
#					modifier = { # Someone is sneaking in iron powder to cheap out!
#						add = 5
#						has_trait = avaricious
#					}
#
#					custom_tooltip = fp2_struggle.2005.desc.alt.a
#					scope:fp2_2004_dockyards = { 
#						add_county_modifier = {
#							modifier 	= fp2_successful_shipyards_modifier
#							years 		= 20
#						}
#					}
#				}
#				5 = { # Success Outcome
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = 1.5
#      					min = -4
#					}
#					modifier = {
#						add = 5
#						has_trait = calm
#					}
#					modifier = {
#						add = 15
#						has_trait = diligent
#					}
#					modifier = {
#						add = 2
#						has_trait = ambitious
#					}
#					modifier = {
#						add = 3
#						has_trait = patient
#					}
#					modifier = {
#						add = 25
#						has_trait = shrewd
#					}
#					modifier = {
#						add = 10
#						has_trait = overseer
#					}
#					modifier = {
#						add = 8
#						has_trait = strategist
#					}
#					modifier = {
#						add = 15
#						has_trait = architect
#					}
#					modifier = {
#						add = 10
#						has_trait = scholar
#					}
#					modifier = {
#						add = 15
#						has_trait = military_engineer
#					}
#					modifier = {
#						add = 3
#						has_trait = logistician
#					}
#					modifier = {
#						add = 6
#						has_trait = journaller
#					}
#					modifier = { # Building a ship of silver means you must know your construction material
#						add = 5
#						has_trait = education_stewardship_1 # You sorta know how silver operates
#					}
#					modifier = {
#						add = 8
#						has_trait = education_stewardship_2 # You understand the properties of silver
#					}
#					modifier = {
#						add = 10
#						has_trait = education_stewardship_3 # You can bite silver and tell if it is real or not (others can only do it with gold)
#					}
#					modifier = {
#						add = 15
#						has_trait = education_stewardship_4 # Your tounge is capable of taking appart the anatomical structure of the silver thanks to your PhD in home economics
#					}
#					modifier = {
#						add = 20
#						has_trait = education_stewardship_5 # Like the above, except cooler, and my script comment has better spelling
#					}
#
#					root = { save_scope_as = fp2_2004_silver_boat_floats }
#					show_as_tooltip = {
#						root = { add_prestige = major_prestige_gain }
#						scope:fp2_2004_dockyards = { 
#							add_county_modifier = {
#								modifier 	= fp2_successful_shipyards_modifier
#								years 		= 45
#							}
#						}
#					}
#				}
#			}
#		}
#		save_scope_as = fp2_2004_alt_option
#		if = {
#			limit = { is_developer_testing_trigger = yes }
#			custom_tooltip = debug_generic_option_shortened_trigger_can_disable
#			trigger_event = {
#				id = fp2_struggle.2005
#				days = 2
#			}
#		}
#		else = {
#			trigger_event = {
#				id = fp2_struggle.2005
#				years = { 4 10 }
#			}
#		}
#	}
#
#	option = { # I will sponsor your endeavour - Side with Steward
#		name = fp2_struggle.2004.a
#
#		remove_treasury_or_gold = major_treasury_or_gold_value
#
#		scope:2004_scoped_steward = {
#			add_opinion = {
#				target = root
#				modifier = grateful_opinion
#				opinion = 35
#			} 
#		}
#		scope:2004_scoped_marshal = { 
#			add_opinion = {
#				target = root
#				modifier = disappointed_opinion
#				opinion = -15
#			} 
#		}
#
#		scope:2004_scoped_steward = {
#			duel = {
#				desc = outcome_in_a_few_years
#				skill = learning
#				value = high_skill_rating
#	
#				50 = {
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = -2.5
#					}
#					desc = fp2_struggle.2004.a.a.desc
#
#					modifier = {
#						add = 10
#						has_trait = lazy
#					}
#					modifier = {
#						add = 10
#						has_trait = fickle
#					}
#					modifier = {
#						add = 5
#						has_trait = stubborn
#					}
#					modifier = {
#						add = 2
#						has_trait = gregarious
#					}
#					modifier = {
#						add = 30
#						has_trait = dull
#					}
#					modifier = {
#						add = 5
#						has_trait = drunkard
#					}
#					modifier = {
#						add = 7
#						has_trait = irritable
#					}
#					modifier = {
#						add = 3
#						has_trait = rakish
#					}
#					modifier = {
#						add = 10
#						has_trait = profligate
#					}
#
#					show_as_tooltip = {
#						root = {
#							add_character_modifier = {
#								modifier 		= fp2_advanced_maritime_technology_modifier
#								years 			= 50
#							}
#						}
#					}
#				}
#				50 = {
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = 2.5
#					}
#					desc = fp2_struggle.2004.a.b.desc
#					
#					modifier = {
#						add = 5
#						has_trait = calm
#					}
#					modifier = {
#						add = 15
#						has_trait = diligent
#					}
#					modifier = {
#						add = 2
#						has_trait = ambitious
#					}
#					modifier = {
#						add = 3
#						has_trait = patient
#					}
#					modifier = {
#						add = 25
#						has_trait = shrewd
#					}
#					modifier = {
#						add = 10
#						has_trait = overseer
#					}
#					modifier = {
#						add = 8
#						has_trait = strategist
#					}
#					modifier = {
#						add = 15
#						has_trait = architect
#					}
#					modifier = {
#						add = 10
#						has_trait = scholar
#					}
#					modifier = {
#						add = 15
#						has_trait = military_engineer
#					}
#					modifier = {
#						add = 3
#						has_trait = logistician
#					}
#					modifier = {
#						add = 6
#						has_trait = journaller
#					}
#
#					add_character_flag = fp2_2004_critical_success_achieved
#					show_as_tooltip = {
#						root = {
#							add_character_modifier = {
#								modifier 		= fp2_advanced_maritime_technology_modifier
#								years 			= 60
#							}
#						}
#						scope:fp2_2004_dockyards = { 
#							add_county_modifier = {
#								modifier 	= fp2_successful_shipyards_modifier
#								years 		= 60
#							}
#						}
#					}
#				}
#			}
#		}
#		hidden_effect = {
#			if = {
#				limit = { is_developer_testing_trigger = yes }
#				custom_tooltip = debug_generic_option_shortened_trigger_can_disable
#				trigger_event = {
#					id = fp2_struggle.2005
#					days = 2
#				}
#			}
#			else = {
#				trigger_event = {
#					id = fp2_struggle.2005
#					years = { 5 9 }
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 0
#			modifier = {
#				add = 50
#				treasury_or_gold > medium_treasury_or_gold_value
#			}
#			ai_value_modifier = {
#				ai_boldness = 0.2
#				ai_greed = -0.3
#				ai_rationality = 0.2
#			}
#		}
#	}
#
#	option = { # No, it is a waste of money - Side with marshal
#		name = fp2_struggle.2004.b
#		flavor = fp2_struggle.2004.b.desc
#
#		scope:2004_scoped_marshal = { 
#			add_opinion = {
#				target = root
#				modifier = pleased_opinion
#				opinion = 15
#			} 
#		}
#
#		scope:2004_scoped_steward = { 
#			add_opinion = {
#				target = root
#				modifier = disappointed_opinion
#				opinion = -15
#			} 
#			add_opinion = {
#				target = scope:2004_scoped_marshal
#				modifier = angry_opinion
#				opinion = -25
#			}
#		}
#
#		ai_chance = { base = 50 }
#	}
#}
#
#fp2_struggle.2005 = {
#	type = character_event
#	title = {
#		first_valid = {
#			triggered_desc = {
#				trigger = {
#					exists = scope:fp2_2004_alt_option
#				}
#				desc = {
#					first_valid = {
#						triggered_desc = {
#							trigger = {
#								exists = scope:fp2_2004_silver_boat_floats
#							}
#							desc = fp2_struggle.2005.desc.alt.b
#						}
#						desc = fp2_struggle.2005.desc.alt.a
#					}
#				}
#			}
#			triggered_desc = {
#				trigger = {
#					scope:2004_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved }
#				}
#				desc = fp2_struggle.2005.t.alt
#			}
#			desc = fp2_struggle.2005.t
#		}
#	}
#
#	immediate = {
#		if = {
#			limit = { root = root } # Check if scoped port town is still under your control
#			save_scope_as = port_under_control
#		}
#
#		# MIA checks
#		if = { # Assign current steward
#			limit = { exists = cp:councillor_steward }
#			cp:councillor_steward = { save_scope_as = 2005_scoped_steward }
#		}
#		else_if = { # Otherwise assign chaplain
#			limit = { exists = cp:councillor_court_chaplain }
#			cp:councillor_court_chaplain = { save_scope_as = 2005_scoped_steward }
#		}
#		else = { # Fallback, get whoever is most qualified in court
#			random_courtier_or_guest = {
#				limit = { learning > high_skill_rating }
#				random = {
#					chance = 15
#					add_character_flag = fp2_2004_critical_success_achieved
#				}
#				save_scope_as = 2005_scoped_steward
#			}
#			if = {
#				limit = {
#					NOT = { exists = scope:2005_scoped_steward }
#				}
#				random_courtier_or_guest = { save_scope_as = 2005_scoped_steward }
#			}
#		}
#
#		if = {
#			limit = {
#				scope:2004_scoped_steward != scope:2005_scoped_steward
#				OR = {
#					scope:2005_scoped_steward = cp:councillor_steward
#					scope:2005_scoped_steward = cp:councillor_court_chaplain
#				}
#			}
#			if = {
#				limit = { learning > high_skill_rating }
#				random = {
#					chance = 25
#					add_character_flag = fp2_2004_critical_success_achieved
#				}
#				save_scope_as = 2005_scoped_steward
#			}
#		}
#	}
#
#	desc = {
#		triggered_desc = { # Alt option
#			trigger = { exists = scope:fp2_2004_alt_option }
#			desc = {
#				first_valid = {
#					triggered_desc = {
#						trigger = {
#							exists = scope:fp2_2004_silver_boat_floats
#						}
#						desc = fp2_struggle.2005.desc.alt.b.desc
#					}
#					desc = fp2_struggle.2005.desc.alt.a.desc
#				}
#				triggered_desc = { # Lost dockyards
#					trigger = { scope:fp2_2004_dockyards.holder.top_liege != root.top_liege }
#					desc = fp2_struggle.2005.desc.cirt.a.notif
#				}
#			}
#		}
#		triggered_desc = {
#			trigger = { NOT = { exists = scope:fp2_2004_alt_option } }
#			desc = {
#				triggered_desc = { # Crtitical success explanation
#					trigger = {
#						scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved }
#					}
#					desc = fp2_struggle.2005.desc.cirt.notif
#				}
#				triggered_desc = { # Lost dockyards
#					trigger = {
#						scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved }
#						scope:fp2_2004_dockyards.holder.top_liege != root.top_liege
#					}
#					desc = fp2_struggle.2005.desc.cirt.a.notif
#				}
#
#				# Original (Steward) designer is MIA
#				triggered_desc = {
#					trigger = {
#						scope:2004_scoped_steward != scope:2005_scoped_steward
#					}
#					desc = fp2_struggle.2005.desc.newdesigner.notif
#				}
#
#				triggered_desc = { # Intro (non-crit)
#					trigger = {
#						NOT = { scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } }
#					}
#					desc = fp2_struggle.2005.desc.intro
#				}
#
#				# Describe bottom of the ship
#				random_valid = {
#					desc = fp2_struggle.2005.desc.bottom.a
#					desc = fp2_struggle.2005.desc.bottom.b
#					desc = fp2_struggle.2005.desc.bottom.c
#					desc = fp2_struggle.2005.desc.bottom.d
#				}
#
#				# Describe main feature(s)
#				random_valid = {
#					desc = fp2_struggle.2005.desc.unique.a
#					desc = fp2_struggle.2005.desc.unique.b
#					desc = fp2_struggle.2005.desc.unique.c
#					desc = fp2_struggle.2005.desc.unique.d
#					desc = fp2_struggle.2005.desc.unique.e
#				}
#
#				# Describe sails (updated to propulsion)
#				random_valid = {
#					desc = fp2_struggle.2005.desc.sails.a
#					desc = fp2_struggle.2005.desc.sails.b
#					desc = fp2_struggle.2005.desc.sails.c
#					desc = fp2_struggle.2005.desc.sails.d
#				}
#
#				first_valid = {
#					triggered_desc = {
#						trigger = { scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved } }
#						desc = fp2_struggle.2005.desc.outro.crit
#					}
#					desc = fp2_struggle.2005.desc.outro
#				}
#			}
#		}
#	}
#
#	theme = martial
#	override_background = { reference = docks }
#	left_portrait = {
#		character = root
#		triggered_animation = {
#			trigger = {
#				exists = scope:fp2_2004_alt_option
#				NOT = { exists = scope:fp2_2004_silver_boat_floats }
#			}
#			animation = anger
#		}
#		triggered_animation = {
#			trigger = { exists = scope:fp2_2004_alt_option }
#			animation = ecstasy
#		}
#		animation = war_over_win
#	}
#	right_portrait = {
#		character = scope:2005_scoped_steward
#		animation = throne_room_writer
#	}
#
#	option = { # ALT Accept
#		trigger = { 
#			exists = scope:fp2_2004_alt_option
#			exists = scope:fp2_2004_silver_boat_floats
#		}
#		name = fp2_struggle.2005.a
#
#		add_prestige = major_prestige_gain
#		scope:fp2_2004_dockyards = { 
#			add_county_modifier = {
#				modifier 	= fp2_successful_shipyards_modifier
#				years 		= 45
#			}
#		}
#	}
#
#	option = { # ALT Accept (Failure Version)
#		trigger = { 
#			exists = scope:fp2_2004_alt_option
#			NOT = { exists = scope:fp2_2004_silver_boat_floats }
#		}
#		name = artifact.4050.a # Reusage of loc key
#
#		scope:fp2_2004_dockyards = { 
#			add_county_modifier = {
#				modifier 	= fp2_successful_shipyards_modifier
#				years 		= 20
#			}
#		}
#	}
#
#	option = { # Accept
#		trigger = {
#			NOT = {
#				exists = scope:fp2_2004_alt_option
#				scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved }
#			}
#		}
#		name = fp2_struggle.2005.a
#
#		add_character_modifier = {
#			modifier 		= fp2_advanced_maritime_technology_modifier
#			years 			= 50
#		}
#	}
#
#	option = { # Crit Accept
#		trigger = { 
#			NOT = { exists = scope:fp2_2004_alt_option }
#			scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved }
#		}
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { scope:fp2_2004_dockyards.holder.top_liege = top_liege }
#						desc = fp2_struggle.2005.a
#					}
#					desc = fp2_struggle.2005.a.a
#				}
#			}
#		}
#
#		add_character_modifier = {
#			modifier 		= fp2_advanced_maritime_technology_modifier
#			years 			= 60
#		}
#		scope:fp2_2004_dockyards = { 
#			add_county_modifier = {
#				modifier 	= fp2_successful_shipyards_modifier
#				years 		= 60
#			}
#		}
#	}
#
#	after = {
#		if = {
#			limit = {
#				OR = {
#					scope:2004_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved }
#					scope:2005_scoped_steward = { has_character_flag = fp2_2004_critical_success_achieved }
#				}
#			}
#			scope:2004_scoped_steward = { remove_character_flag = fp2_2004_critical_success_achieved }
#			scope:2005_scoped_steward = { remove_character_flag = fp2_2004_critical_success_achieved }
#		}
#	}
#}
#
####################################
## The Borders of Faith
## By Hugo Cortell
####################################
#scripted_trigger fp2_event2006_check_if_right_vassal_target = {
#	holder != root
#	holder = {
#		is_available_ai_adult = yes
#		faith = root.faith
#		NOT = { has_trait = cynical }
#		OR = {
#			any_secret = { type = secret_non_believer }
#			AND = { # Fallback, get non-devout follower
#				piety < 51
#				NOT = { has_trait = zealous }
#			}
#		}
#	}
#}
#
#fp2_struggle.2006 = {
#	type = character_event
#	title = fp2_struggle.2006.t
#	desc = fp2_struggle.2006.desc
#	cooldown = { years = 20 }
#
#	theme = faith
#	override_background = { reference = council_chamber }
#	left_portrait = {
#		character = root
#		animation = shock
#	}
#	right_portrait = {
#		character = scope:fp2_2006_vassal_in_crisis
#		animation = stress
#	}
#	lower_left_portrait = {
#		trigger = { exists = scope:2006_scoped_chaplain }
#		character = scope:2006_scoped_chaplain
#	}
#
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		root.top_liege = root
#		any_sub_realm_county = {
#			fp2_event2006_check_if_right_vassal_target = yes
#
#			holder = {
#				any_neighboring_top_liege_realm_owner = {
#					faith != root.faith 
#				}
#			}
#		}
#	}
#
#	immediate = {
#		if = {
#			limit = { exists = cp:councillor_court_chaplain }
#			cp:councillor_court_chaplain = { save_scope_as = 2006_scoped_chaplain }
#		}
#		random_sub_realm_county = {
#			limit = { fp2_event2006_check_if_right_vassal_target = yes }
#			holder = {
#				save_scope_as = fp2_2006_vassal_in_crisis
#				random_neighboring_top_liege_realm_owner = {
#					limit = { faith != root.faith }
#					faith = { save_scope_as = fp2_2006_foreign_faith } 
#				}
#			}
#		}
#	}
#
#	option = { # Im a witch! And you can be one too!
#		trigger = {
#			has_trait = witch
#			OR = {
#				NOT = { # Not witch
#					scope:fp2_2006_vassal_in_crisis = {
#						any_secret = { type = secret_witch }
#					}
#				}
#				scope:fp2_2006_vassal_in_crisis = { # Witch but does not walk the path of witchery with you
#					any_secret = {
#						type = secret_witch
#						NOT = { is_known_by = root }
#					}
#				}
#			}
#		}
#		name = fp2_struggle.2006.e
#
#		if = {
#			limit = {
#				any_secret = {
#					type = secret_witch
#				}
#			}
#			random_secret = {
#				type = secret_witch
#				reveal_to = scope:fp2_2006_vassal_in_crisis
#			}
#		}
#		send_interface_toast = {
#			type = event_witchcraft_good
#			title = fp2_struggle.2006.e.notif.t
#			left_icon = scope:fp2_2006_vassal_in_crisis
#			
#			scope:fp2_2006_vassal_in_crisis = {
#				if = {
#					limit = {
#						any_secret = { type = secret_witch }
#						has_trait = witch
#					}
#					custom_tooltip = fp2_struggle.2006.e.alreadywitch
#				}
#				else = {
#					hidden_effect = { give_witch_secret_or_trait_effect = yes }
#					show_as_tooltip = { add_trait = witch }
#				}
#				show_as_tooltip = {
#					random_secret = {
#						type = secret_witch
#						reveal_to = root
#					}
#				}
#				if = {
#					limit = { can_set_relation_friend_trigger = { CHARACTER = root } }
#					set_relation_friend = { reason = friend_guided_right_path target = root }
#				}
#				add_opinion = {
#					target = root
#					modifier = fp2_tolerated_me_opinion
#				}
#				if = {
#					limit = {
#						trait_is_criminal_in_faith_trigger = {
#							TRAIT = trait:witch
#							GENDER_CHARACTER = scope:fp2_2006_vassal_in_crisis
#							FAITH = scope:fp2_2006_vassal_in_crisis.faith
#						}
#						NOT = {
#							trait_is_criminal_in_faith_trigger = {
#								TRAIT = trait:witch
#								GENDER_CHARACTER = scope:fp2_2006_vassal_in_crisis
#								FAITH = scope:fp2_2006_foreign_faith
#							}
#						}
#					}
#					hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith }
#					custom_tooltip = fp2_struggle.2006.e.tacticalwitchfaithchange
#				}
#
#				hidden_effect = {
#					if = {
#						limit = {
#							any_secret = {
#								type = secret_witch
#							}
#						}
#						random_secret = {
#							type = secret_witch
#							reveal_to = root
#						}
#					}
#					root = {
#						random_secret = {
#							type = secret_witch
#							reveal_to = scope:fp2_2006_vassal_in_crisis
#						}
#					}
#				}
#			}
#		}
#		
#		ai_chance = {
#			base = 80
#			ai_value_modifier = {
#				ai_honor = -0.3
#				ai_rationality = 0.5
#				ai_zeal = -0.9
#			}
#		}
#	}
#
#	option = { # (Threaten to) Denounce heretic
#		trigger = {
#			OR = {
#				has_trait = schemer
#				has_trait = devoted
#				intrigue > medium_skill_rating
#			}
#		}
#		name = fp2_struggle.2006.d
#		stress_impact = { 
#			compassionate = medium_stress_impact_gain 
#			gallant = medium_stress_impact_gain 
#		}
#
#		add_dread = miniscule_dread_gain
#		hidden_effect = {
#			scope:fp2_2006_vassal_in_crisis = {
#				if = {
#					limit = { any_secret = { NOT = { secret_type = secret_non_believer } } }
#					add_secret = { type = secret_non_believer }
#				}
#			}
#		}
#
#		add_hook = {
#			target = scope:fp2_2006_vassal_in_crisis
#			type = threat_hook
#		}
#		random_secret = {
#			type = secret_non_believer
#			reveal_to = root
#		}
#
#		scope:fp2_2006_vassal_in_crisis = {
#			add_opinion = {
#				target = root
#				modifier = betrayed_me_opinion
#				opinion = -40
#			}
#		}
#
#		ai_chance = {
#			base = 30
#			ai_value_modifier = {
#				ai_compassion = -0.5
#				ai_honor = -0.8
#				ai_rationality = 0.1
#				ai_zeal = 0.3
#				ai_vengefulness = 0.3
#				ai_greed = 0.2
#			}
#	  	}
#	}
#
#	option = { # I will fix him myself
#		name = fp2_struggle.2006.b
#		stress_impact = {
#			cynical = minor_stress_impact_gain
#		}
#
#		duel = {
#			skill = learning
#			value = medium_skill_rating
#
#			15 = {
#				desc = fp2_struggle.2006.b.a.desc
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -1.5
#				}
#				modifier = {
#					add = 10
#					has_trait = fickle
#				}
#				modifier = {
#					add = 10
#					has_trait = heresiarch
#				}
#				modifier = {
#					add = 2
#					has_trait = impotent
#				}
#				modifier = {
#					add = 5
#					has_trait = irritable
#				}
#				modifier = {
#					add = 5
#					has_trait = dull
#				}
#				modifier = {
#					add = 10
#					has_trait = depressed_genetic
#				}
#				modifier = {
#					add = 10
#					has_trait = arrogant
#				}
#				modifier = {
#					add = 5
#					has_trait = arbitrary
#				}
#				modifier = {
#					add = 10
#					has_trait = lazy
#				}
#				modifier = {
#					add = 2
#					has_trait = stubborn
#				}
#				modifier = {
#					add = 5
#					has_trait = craven
#				}
#
#				send_interface_toast = {
#					type = event_toast_effect_bad
#					title = fp2_struggle.2006.generic.notif.a.t
#					left_icon = scope:fp2_2006_vassal_in_crisis
#
#					scope:fp2_2006_vassal_in_crisis = {
#						hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith }
#						show_as_tooltip = { set_character_faith = scope:fp2_2006_foreign_faith }
#
#						progress_towards_rival_effect = {
#							REASON = rival_fraternising_enemy
#							CHARACTER = root
#							OPINION = 0
#						}
#						add_opinion = {
#							target = root
#							modifier = fp2_questioned_my_faith_opinion
#						}
#					}
#				}
#			}
#			15 = {
#				desc = fp2_struggle.2006.b.b.desc
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 1.5
#				}
#				modifier = {
#					add = 10
#					has_trait = calm
#				}
#				modifier = {
#					add = 10
#					has_trait = humble
#				}
#				modifier = {
#					add = 3
#					has_trait = forgiving
#				}
#				modifier = {
#					add = 5
#					has_trait = honest
#				}
#				modifier = {
#					add = 10
#					has_trait = humble
#				}
#				modifier = {
#					add = 3
#					has_trait = patient
#				}
#				modifier = {
#					add = 20
#					has_trait = zealous
#				}
#				modifier = {
#					add = 4
#					has_trait = compassionate
#				}
#				modifier = {
#					add = 20
#					has_trait = theologian # Could be it's own option, but I can't think of what argument could be used...
#				}
#				modifier = {
#					add = 10
#					has_trait = devoted
#				}
#				modifier = {
#					add = 2
#					has_trait = lifestyle_poet
#				}
#				modifier = {
#					add = 10
#					has_trait = saint
#				}
#
#				send_interface_toast = {
#					type = event_toast_effect_good
#					title = fp2_struggle.2006.generic.notif.b.t
#					left_icon = scope:fp2_2006_vassal_in_crisis
#
#					add_piety = medium_piety_gain
#					progress_towards_friend_effect = {
#						REASON = friend_guided_right_path
#						CHARACTER = scope:fp2_2006_vassal_in_crisis
#						OPINION = 0
#					}
#					if = {
#						limit = {
#							this != root
#						}
#						add_opinion = {
#							target = root
#							modifier = fp2_reassured_faith_opinion
#						}
#					}
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 45
#			ai_value_modifier = {
#				ai_compassion = 0.2
#				ai_sociability = 0.3
#				ai_zeal = 0.2
#			}
#	 	}
#	}
#
#	option = { # One-on-One time
#		name = fp2_struggle.2006.c
#		flavor = fp2_struggle.2006.c.desc
#
#		trigger = { 
#			NAND = {
#				has_trait = witch
#				OR = {
#					has_trait = schemer
#					has_trait = devoted
#					intrigue > medium_skill_rating
#				}
#			}
#		}
#		stress_impact = { zealous = minor_stress_impact_gain }
#
#		scope:fp2_2006_vassal_in_crisis = {
#			progress_towards_friend_effect = {
#				REASON = friend_religious_tolerance
#				CHARACTER = root
#				OPINION = 0
#			}
#			add_opinion = {
#				target = root
#				modifier = fp2_tolerated_me_opinion
#			}
#			random = {
#				chance = 50
#				hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith }
#				show_as_tooltip = { set_character_faith = scope:fp2_2006_foreign_faith }
#			}
#		}
#
#		ai_chance = {
#			base = 10
#			ai_value_modifier = {
#				ai_compassion = 0.1
#				ai_rationality = 0.6
#				ai_zeal = -0.7
#			}
#	  	}	
#	}
#
#	option = { # Someone call a priest!
#		name = fp2_struggle.2006.a
#		flavor = fp2_struggle.2006.a.desc
#		show_as_unavailable = { NOT = { exists = scope:2006_scoped_chaplain } } # Replaces trigger, teases player to possibility.
#		stress_impact = {
#			honest = medium_stress_impact_gain
#			humble = minor_stress_impact_gain
#			trusting = medium_stress_impact_gain
#		}
#
#		scope:fp2_2006_vassal_in_crisis = {
#			add_opinion = {
#				target = root
#				modifier = betrayed_me_opinion
#				opinion = -20
#			}
#		}
#		scope:2006_scoped_chaplain = {
#			duel = {
#				skill = learning
#				value = medium_skill_rating
#	
#				10 = {
#					desc = fp2_struggle.2006.a.a
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = -1.25
#					}
#					modifier = {
#						add = 15
#						scope:fp2_2006_vassal_in_crisis = { has_trait = paranoid }
#					}
#					modifier = {
#						add = 10
#						has_trait = fickle
#					}
#					modifier = {
#						add = 10
#						has_trait = heresiarch
#					}
#					modifier = {
#						add = 2
#						has_trait = impotent
#					}
#					modifier = {
#						add = 5
#						has_trait = irritable
#					}
#					modifier = {
#						add = 5
#						has_trait = dull
#					}
#					modifier = {
#						add = 10
#						has_trait = depressed_genetic
#					}
#					modifier = {
#						add = 10
#						has_trait = arrogant
#					}
#					modifier = {
#						add = 5
#						has_trait = arbitrary
#					}
#					modifier = {
#						add = 10
#						has_trait = lazy
#					}
#					modifier = {
#						add = 2
#						has_trait = stubborn
#					}
#					modifier = {
#						add = 5
#						has_trait = craven
#					}
#					modifier = {
#						factor = 2
#						scope:fp2_2006_vassal_in_crisis = { has_trait = paranoid }
#					}
#	
#					root = {
#						hidden_effect = {
#							scope:fp2_2006_vassal_in_crisis = {
#								if = {
#									limit = { any_secret = { type = secret_non_believer } }
#									progress_towards_rival_effect = { # "HE MUST BE ON TO ME!"
#										REASON = rival_faith_tested
#										CHARACTER = scope:2006_scoped_chaplain
#										OPINION = 0
#									}
#									add_opinion = {
#										target = scope:2006_scoped_chaplain
#										modifier = fp2_questioned_my_faith_opinion
#									}
#								}
#							}
#						}
#						send_interface_toast = {
#							type = event_toast_effect_bad
#							title = fp2_struggle.2006.generic.notif.a.t
#							left_icon = scope:fp2_2006_vassal_in_crisis
#							
#							scope:fp2_2006_vassal_in_crisis = {
#								show_as_tooltip = { set_character_faith = scope:fp2_2006_foreign_faith }
#								hidden_effect = { set_character_faith_with_conversion = scope:fp2_2006_foreign_faith }
#
#								add_opinion = {
#									target = scope:2006_scoped_chaplain
#									modifier = fp2_questioned_my_faith_opinion
#									opinion = -35
#								}
#							}
#						}
#					}
#				}
#				5 = {
#					trigger = { 
#						scope:fp2_2006_vassal_in_crisis = {
#							NOT = { has_trait = paranoid }
#						}
#					}
#					desc = fp2_struggle.2006.a.b
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = -1.25
#					}
#					modifier = {
#						add = 10
#						has_trait = fickle
#					}
#					modifier = {
#						add = 10
#						has_trait = heresiarch
#					}
#					modifier = {
#						add = 2
#						has_trait = impotent
#					}
#					modifier = {
#						add = 5
#						has_trait = irritable
#					}
#					modifier = {
#						add = 5
#						has_trait = dull
#					}
#					modifier = {
#						add = 10
#						has_trait = depressed_genetic
#					}
#					modifier = {
#						add = 10
#						has_trait = arrogant
#					}
#					modifier = {
#						add = 5
#						has_trait = arbitrary
#					}
#					modifier = {
#						add = 10
#						has_trait = lazy
#					}
#					modifier = {
#						add = 2
#						has_trait = stubborn
#					}
#					modifier = {
#						add = 5
#						has_trait = craven
#					}
#	
#					root = {
#						hidden_effect = {
#							scope:fp2_2006_vassal_in_crisis = {
#								if = {
#									limit = { any_secret = { type = secret_non_believer } }
#									progress_towards_rival_effect = { # "HE MUST BE ON TO ME!"
#										REASON = rival_faith_tested
#										CHARACTER = scope:2006_scoped_chaplain
#										OPINION = 0
#									}
#									add_opinion = {
#										target = scope:2006_scoped_chaplain
#										modifier = fp2_questioned_my_faith_opinion
#									}
#								}
#							}
#						}
#						send_interface_toast = {
#							type = event_toast_effect_bad
#							title = fp2_struggle.2006.generic.notif.a.t
#							left_icon = scope:fp2_2006_vassal_in_crisis
#							
#							scope:fp2_2006_vassal_in_crisis = {
#								remove_trait = trusting
#								if = {
#									limit = { is_ai = yes }
#									add_stress = monumental_stress_gain # Unbalanced for players, fun when seeing it happen to unrelated AI
#								}
#								else = { add_stress = medium_stress_gain } # (there is no notification)
#								add_opinion = {
#									target = scope:2006_scoped_chaplain
#									modifier = fp2_questioned_my_faith_opinion
#									opinion = -25
#								}
#							}
#						}
#					}
#				}
#				20 = {
#					desc = fp2_struggle.2006.a.c
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = 1.5
#					}
#					modifier = {
#						add = 10
#						has_trait = calm
#					}
#					modifier = {
#						add = 10
#						has_trait = humble
#					}
#					modifier = {
#						add = 3
#						has_trait = forgiving
#					}
#					modifier = {
#						add = 5
#						has_trait = honest
#					}
#					modifier = {
#						add = 10
#						has_trait = humble
#					}
#					modifier = {
#						add = 3
#						has_trait = patient
#					}
#					modifier = {
#						add = 20
#						has_trait = zealous
#					}
#					modifier = {
#						add = 4
#						has_trait = compassionate
#					}
#					modifier = {
#						add = 15
#						has_trait = theologian
#					}
#					modifier = {
#						add = 10
#						has_trait = devoted
#					}
#					modifier = {
#						add = 2
#						has_trait = lifestyle_poet
#					}
#					modifier = {
#						add = 10
#						has_trait = saint
#					}
#
#					hidden_effect = {
#						scope:fp2_2006_vassal_in_crisis = { add_piety = minor_piety_gain }
#						scope:2006_scoped_chaplain = { add_piety = medium_piety_gain }
#					}
#					root = {
#						send_interface_toast = {
#							type = event_toast_effect_good
#							title = fp2_struggle.2006.generic.notif.b.t
#							left_icon = scope:fp2_2006_vassal_in_crisis
#	
#							scope:fp2_2006_vassal_in_crisis = {
#								progress_towards_friend_effect = {
#									REASON = friend_guided_right_path
#									CHARACTER = scope:2006_scoped_chaplain
#									OPINION = 0
#								}
#								add_opinion = {
#									target = scope:2006_scoped_chaplain
#									modifier = fp2_reassured_faith_opinion
#								}
#							}
#						}
#					}
#				}
#			}
#		}
#
#		ai_chance = {
#  			base = 45
#			ai_value_modifier = {
#				ai_compassion = -0.1
#				ai_energy = -0.1
#				ai_honor = -0.1
#				ai_rationality = 0.2
#				ai_sociability = -0.2
#				ai_zeal = 0.3
#			}
#		}
#	}
#}
#
####################################
## A Castle Worthy of Iberia
## By Hugo Cortell
####################################
#scripted_trigger fp2_struggle_2007_can_build_castle_trigger = { # Ensures that the selected building spot adheres to the game's rules on holding placement.
#	any_county_province = { has_holding = no }
#	trigger_if = {
#		limit = { any_county_province = { has_holding_type = castle_holding } }
#		any_county_province = { has_holding_type = church_holding }
#		any_county_province = { has_holding_type = city_holding }
#	}
#	exists = holder
#	holder != scope:fp2_2007_scoped_steward
#}
#
#fp2_struggle.2007 = {
#	type = character_event
#	title = fp2_struggle.2007.t
#	desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:fp2_2007_castle_holder = ROOT }
#				desc = fp2_struggle.2007.desc.a
#			}
#			desc = fp2_struggle.2007.desc.b
#		}
#	}
#
#	theme = realm
#	cooldown = { years = 20 }
#	override_background = { reference = garden }
#	left_portrait = {
#		character = root
#		animation = personality_rational
#	}
#	right_portrait = {
#		character = scope:fp2_2007_scoped_steward
#		animation = chancellor
#	}
#	lower_left_portrait = scope:2007_vassal_sponsor
#	lower_right_portrait = scope:fp2_2007_castle_holder
#
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		is_ai = no # Overpowered for AI, player only.
#		struggle:iberian_struggle = {
#			is_struggle_phase = struggle_iberia_phase_hostility
#
#		}
#
#		root.top_liege = root
#		exists = cp:councillor_steward
#		cp:councillor_steward = { is_available_ai_adult = yes }
#		
#		any_vassal = { # Last minute pre RC fixes
#			NOT = { 
#				religion = root.religion
#				this = cp:councillor_steward
#			}
#		}
#		any_realm_county = { fp2_struggle_2007_can_build_castle_trigger = yes }
#
#		save_temporary_scope_value_as = {
#			name = fp2_2007_wealth_barrier
#			value = {
#				value = main_building_tier_1_cost
#				multiply = 0.8
#				round = yes
#			}
#		}
#		OR = {
#			gold > scope:fp2_2007_wealth_barrier
#			OR = {
#				has_trait = architect
#				AND = {
#					has_royal_court = yes
#					employs_court_position = royal_architect_court_position
#					any_court_position_holder = {
#						type = royal_architect_court_position
#						is_available_ai_adult = yes
#					}
#				}
#			}
#		}
#	}
#
#	immediate = {
#		cp:councillor_steward = { save_scope_as = fp2_2007_scoped_steward }
#		if = {
#			limit = {
#				any_court_position_holder = {
#					type = royal_architect_court_position
#					is_available_ai_adult = yes
#				}
#			}
#			random_court_position_holder = {
#				type = royal_architect_court_position
#				save_scope_as = fp2_2007_roco_architect
#			}
#		}
#		random_vassal = {
#			limit = { 
#				NOT = { 
#					religion = root.religion
#					this = scope:fp2_2007_scoped_steward
#				}
#			}
#			save_scope_as = 2007_vassal_sponsor
#		}
#
#		random_realm_county = {
#			limit = { fp2_struggle_2007_can_build_castle_trigger = yes }
#			random_county_province = {
#				limit = { has_holding = no }
#				save_scope_as = fp2_2007_free_real_estate
#			}
#			holder = { save_scope_as = fp2_2007_castle_holder }
#		}
#
#		# Get Different Faith (updated to whole religion)
#		struggle:iberian_struggle = {
#			random_involved_ruler = {
#				limit = {
#					religion != root.religion
#					faith = { save_temporary_scope_as = temp_involved_faith }
#					struggle:iberian_struggle = { is_faith_involved_in_struggle = scope:temp_involved_faith }
#				}
#				religion = { save_scope_as = fp2_2007_foreign_faith }
#			}
#			if = { # Fallback
#				limit = { NOT = { exists = scope:fp2_2007_foreign_faith } }
#				get_random_faith_effect = { FORBIDROOTFAITH = yes }
#				scope:random_faith.religion = { save_scope_as = fp2_2007_foreign_faith }
#			}
#		}
#
#		# Get castileans or proto-castileans
#		if = {
#			limit = { culture = { has_cultural_parameter = architect_trait_prestige } }
#			culture = { save_scope_as = fp2_2007_allegedprotocastilean }
#		}
#
#		save_scope_value_as = {
#			name = fp2_2007_same_faith_construction_cost
#			value = {
#				value = main_building_tier_1_cost
#				multiply = 0.75
#				round = yes
#			}
#		}
#		save_scope_value_as = {
#			name = fp2_2007_different_faith_construction_cost
#			value = {
#				value = main_building_tier_1_cost
#				multiply = 0.65
#				round = yes
#			}
#		}
#		save_scope_value_as = {
#			name = fp2_2007_diy_construction_cost
#			value = {
#				value = main_building_tier_1_cost
#				multiply = 0.6
#				round = yes
#			}
#		}
#
#		# Set dynamic loc keys for powerful vassals
#		religion = { save_scope_as = dyloc_powerful_vassal_faith }
#		culture = { save_scope_as = dyloc_powerful_vassal_culture }
#	}
#
#	option = { # Same Faith (or) Castilean architect
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { exists = scope:fp2_2007_allegedprotocastilean }
#						desc = fp2_struggle.2007.a.castile
#					}
#					desc = fp2_struggle.2007.a
#				}
#			}
#		}
#		flavor = {
#			first_valid = {
#				triggered_desc = {
#					trigger = { exists = scope:fp2_2007_allegedprotocastilean }
#					desc = fp2_struggle.2007.a.castile.favor
#				}
#				desc = fp2_struggle.2007.a.major_vassal_flavor
#			}
#		}
#		show_as_unavailable = { gold < scope:fp2_2007_same_faith_construction_cost }
#
#		if = { # Proto-Castilean
#			limit = { exists = scope:fp2_2007_allegedprotocastilean }
#			every_powerful_vassal = {
#				limit = { culture = root.culture }
#				custom = fp2_every_major_same_culture_vassal_notifier
#				add_opinion = {
#					target = root
#					modifier = pleased_opinion
#					opinion = 10
#				}
#			}
#		}
#		show_as_tooltip = {
#			remove_treasury_or_gold = scope:fp2_2007_same_faith_construction_cost
#			scope:fp2_2007_free_real_estate = {
#				begin_create_holding = {
#					type = castle_holding
#					refund_cost = {
#						gold = 95
#					}
#				}
#			}
#			add_hook_if_possible_effect = { # General effect
#				TARGET = scope:fp2_2007_castle_holder
#				TYPE = indebted_hook
#				YEARS = 8
#			} # Hooks get their own notifications, therefore I will not show them on the main effect
#		}
#		hidden_effect = {
#			send_interface_toast = {
#				type = event_toast_effect_good
#				title = fp2_struggle.2007.t
#				left_icon = root
#				right_icon = scope:fp2_2007_castle_holder
#	
#				remove_treasury_or_gold = scope:fp2_2007_same_faith_construction_cost
#				custom_tooltip = fp2_struggle.2007.a.notif
#				hidden_effect = {
#					scope:fp2_2007_free_real_estate = {
#						begin_create_holding = {
#							type = castle_holding
#							refund_cost = {
#								gold = 95
#							}
#						}
#					}
#					add_hook_if_possible_effect = { # General effect
#						TARGET = scope:fp2_2007_castle_holder
#						TYPE = indebted_hook
#						YEARS = 8
#					}
#				}
#			}
#		}
#	}
#
#	option = { # Foreign (different faith) architect
#		name = fp2_struggle.2007.b
#		flavor = fp2_struggle.2007.b.flavor
#		show_as_unavailable = { gold < scope:fp2_2007_different_faith_construction_cost }
#		hidden_effect = { scope:2007_vassal_sponsor = { remove_treasury_or_gold = medium_treasury_or_gold_value } }
#
#		every_powerful_vassal = {
#			custom = fp2_every_major_same_faith_vassal_notifier
#			limit = { religion = root.religion }
#			add_opinion = {
#				target = root
#				modifier = disappointed_opinion
#				opinion = -15
#			}
#		}
#		every_powerful_vassal = {
#			custom = fp2_every_major_different_faith_vassal_notifier
#			limit = { religion != root.religion }
#			add_opinion = {
#				target = root
#				modifier = respect_opinion
#				opinion = 15
#			}
#		}
#		scope:fp2_2007_free_real_estate.county = {
#			if = {
#				limit = { religion = scope:fp2_2007_foreign_faith }
#				add_county_modifier = {
#					modifier = modifier_religious_understanding_modifier
#					years = 12
#				}
#			}
#			else_if = {
#				limit = { religion != root.religion }
#				add_county_modifier = {
#					modifier = invested_in_province_modifier
#					years = 5
#				}
#			}
#		}
#
#		show_as_tooltip = {
#			remove_treasury_or_gold = scope:fp2_2007_different_faith_construction_cost
#			scope:fp2_2007_free_real_estate = {
#				begin_create_holding = {
#					type = castle_holding
#					refund_cost = {
#						gold = 95
#					}
#				}
#			}
#			add_hook_if_possible_effect = {
#				TARGET = scope:fp2_2007_castle_holder
#				TYPE = indebted_hook
#				YEARS = 8
#			}
#		}
#		hidden_effect = {
#			send_interface_toast = {
#				type = event_toast_effect_good
#				title = fp2_struggle.2007.t
#				left_icon = scope:2007_vassal_sponsor
#				right_icon = scope:fp2_2007_castle_holder
#	
#				remove_treasury_or_gold = scope:fp2_2007_different_faith_construction_cost
#				custom_tooltip = fp2_struggle.2007.a.notif
#				hidden_effect = {
#					scope:fp2_2007_free_real_estate = {
#						begin_create_holding = {
#							type = castle_holding
#							refund_cost = {
#								gold = 95
#							}
#						}
#					}
#					add_hook_if_possible_effect = { # General effect
#						TARGET = scope:fp2_2007_castle_holder
#						TYPE = indebted_hook
#						YEARS = 8
#					}
#				}
#			}
#		}
#	}
#
#	option = { # I will build it myself
#		name = fp2_struggle.2007.c
#		flavor = fp2_struggle.2007.c.flavor
#
#		trigger = { has_trait = architect }
#
#		duel = {
#			skill = learning
#			value = very_high_skill_rating
#
#			60 = {
#				desc = fp2_struggle.2007.c.notif.a.desc
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 1 # Should be -1 but it has already been balanced
#				}
#
#				send_interface_toast = {
#					type = event_toast_effect_bad
#					title = fp2_struggle.2007.c.notif.a.t
#					left_icon = root
#					right_icon = scope:fp2_2007_castle_holder
#
#					add_prestige = major_prestige_loss
#					reverse_add_opinion = {
#						target = scope:fp2_2007_scoped_steward
#						modifier = disappointed_opinion
#						opinion = -10
#					}
#				}
#			}
#			40 = {
#				desc = fp2_struggle.2007.c.notif.b.desc
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 1
#				}
#				modifier = {
#					add = fp2_2007_calculate_architect_competence
#					always = yes
#				}
#
#				show_as_tooltip = {
#					remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost
#					if = {
#						limit = { exists = scope:fp2_2007_allegedprotocastilean }
#						add_prestige = minor_prestige_gain
#					}
#					
#					scope:fp2_2007_free_real_estate = {
#						begin_create_holding = {
#							type = castle_holding
#							refund_cost = {
#								gold = medium_gold_value
#							}
#						}
#					}
#					add_hook_if_possible_effect = { # General effect
#						TARGET = scope:fp2_2007_castle_holder
#						TYPE = indebted_hook
#						YEARS = 8
#					}
#				}
#				hidden_effect = {
#					send_interface_toast = {
#						type = event_toast_effect_good
#						title = fp2_struggle.2007.t
#						left_icon = root
#						right_icon = scope:fp2_2007_castle_holder
#	
#						remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost
#						if = {
#							limit = { exists = scope:fp2_2007_allegedprotocastilean }
#							add_prestige = minor_prestige_gain
#						}
#						custom_tooltip = fp2_struggle.2007.a.notif	
#					}
#					hidden_effect = {
#						scope:fp2_2007_free_real_estate = {
#							begin_create_holding = {
#								type = castle_holding
#								refund_cost = {
#									gold = medium_gold_value
#								}
#							}
#						}
#						add_hook_if_possible_effect = {
#							TARGET = scope:fp2_2007_castle_holder
#							TYPE = indebted_hook
#							YEARS = 8
#						}
#					}
#				}
#			}
#		}
#	}
#
#	option = { # RoCo
#		name = fp2_struggle.2007.c.roco
#
#		trigger = { 
#			NOT = { has_trait = architect }
#			exists = scope:fp2_2007_roco_architect
#		}
#		scope:fp2_2007_roco_architect = {
#			duel = {
#				skill = learning
#				value = very_high_skill_rating
#	
#				55 = {
#					desc = fp2_struggle.2007.c.notif.a.desc
#	
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = 1
#					}
#	
#					root = {
#						send_interface_toast = {
#							type = event_toast_effect_bad
#							title = fp2_struggle.2007.c.notif.a.t
#							left_icon = scope:fp2_2007_roco_architect
#							right_icon = scope:fp2_2007_castle_holder
#		
#							add_prestige = medium_prestige_loss
#						}
#					}
#					hidden_effect = { add_prestige = medium_prestige_loss }
#				}
#				45 = {
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = 1
#					}
#					modifier = {
#						add = fp2_2007_calculate_architect_competence
#						always = yes
#					}
#					
#					root = {
#						show_as_tooltip = {
#							remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost
#							scope:fp2_2007_free_real_estate = {
#								begin_create_holding = {
#									type = castle_holding
#									refund_cost = {
#										gold = minor_gold_value
#									}
#								}
#							}
#							add_hook_if_possible_effect = {
#								TARGET = scope:fp2_2007_castle_holder
#								TYPE = indebted_hook
#								YEARS = 8
#							}
#						}
#						hidden_effect = {
#							send_interface_toast = {
#								type = event_toast_effect_good
#								title = fp2_struggle.2007.t
#								left_icon = scope:fp2_2007_roco_architect
#								right_icon = scope:fp2_2007_castle_holder
#			
#								remove_treasury_or_gold = scope:fp2_2007_diy_construction_cost
#								custom_tooltip = fp2_struggle.2007.a.notif
#							}
#							hidden_effect = {
#								scope:fp2_2007_free_real_estate = {
#									begin_create_holding = {
#										type = castle_holding
#										refund_cost = {
#											gold = minor_gold_value
#										}
#									}
#								}
#								add_hook_if_possible_effect = {
#									TARGET = scope:fp2_2007_castle_holder
#									TYPE = indebted_hook
#									YEARS = 8
#								}
#							}
#						}
#					}
#				}
#			}
#		}
#	}
#
#	option = { # Leave it be
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { scope:fp2_2007_castle_holder = root }
#						desc = fp2_struggle.2007.d.alt
#					}
#					desc = fp2_struggle.2007.d
#				}
#			}
#		}
#
#		if = {
#			limit = { scope:fp2_2007_castle_holder != root }
#			reverse_add_opinion = {
#				target = scope:fp2_2007_scoped_steward
#				modifier = disappointed_opinion
#				opinion = -15
#			}
#			reverse_add_opinion = {
#				target = scope:fp2_2007_castle_holder
#				modifier = disappointed_opinion
#				opinion = -20
#			}
#		}
#		if = {
#			limit = { exists = cp:councillor_marshal }
#			reverse_add_opinion = {
#				target = cp:councillor_marshal
#				modifier = disappointed_opinion
#				opinion = -10
#			}
#		}
#	}
#}
#
####################################
## Misdeeds of The Chaplain
## By Hugo Cortell
####################################
#scripted_trigger fp2_struggle_2008_check_actor_eligibility_scripted_trigger = {
#	is_available_ai_adult = yes 
#	intrigue > low_skill_rating
#
#	NOT = {
#		has_trait = just
#		has_trait = compassionate
#		has_trait = generous
#		has_trait = content
#		has_trait = honest
#		has_relation_soulmate = root
#	}
#
#	trigger_if = { # Instead of an event weight, we just increase the reqs for friends to dicrease overhead
#		limit = { 
#			has_relation_friend = root
#			has_relation_lover = root
#		}
#		OR = {
#			has_trait = greedy
#			has_trait = deceitful
#			has_trait = callous
#		}
#	}
#}
#
#fp2_struggle.2008 = {
#	type = character_event
#	title = fp2_struggle.2008.t
#	desc = fp2_struggle.2008.desc
#
#	theme = secret
#	cooldown = { years = 30 }
#	override_background = { reference = study }
#	left_portrait = {
#		character = scope:fps_2008_misdeed_actor
#		animation = fear
#	}
#	right_portrait = {
#		character = root
#		animation = disapproval
#	}
#
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		root.top_liege = root
#
#		trigger_if = {
#			limit = { exists = struggle:iberian_struggle }
#			struggle:iberian_struggle = {
#				is_struggle_phase = struggle_iberia_phase_hostility
#
#			}
#		}
#
#		OR = { # This play changes depending on the actor
#			AND = { # Chaplain
#				exists = cp:councillor_court_chaplain
#				cp:councillor_court_chaplain = { fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes }
#			}
#			AND = { # Steward
#				exists = cp:councillor_steward
#				cp:councillor_steward = { fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes }
#			}
#			AND = { # Spymaster
#				exists = cp:councillor_spymaster
#				cp:councillor_spymaster = { fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes }
#			}
#		}
#	}
#
#	immediate = {
#		random_councillor = {
#			limit = { 
#				OR = {
#					this = root.cp:councillor_court_chaplain
#					this = root.cp:councillor_steward
#					this = root.cp:councillor_spymaster
#				}
#				fp2_struggle_2008_check_actor_eligibility_scripted_trigger = yes
#			}
#			weight = { # Weight based on personality. In combination with the scripted trigger this means: Must be greedy, dishonourable, not incompetent.
#				base = 1
#				modifier = {
#					ai_greed > 0
#					factor = 1
#				}
#				modifier = {
#					ai_honor < 0
#					factor = 1
#				}
#			}
#			save_scope_as = fps_2008_misdeed_actor
#		}
#		
#		scope:fps_2008_misdeed_actor = {
#			if = {
#				limit = { has_council_position = councillor_steward }
#				add_gold = medium_gold_value # Small detail
#			}
#			else = { add_gold = minor_gold_value }
#
#			if = {
#				limit = {
#					faith = {
#						exists = religious_head
#						NOT = {
#							religious_head = root
#							religious_head = scope:fps_2008_misdeed_actor
#						}
#					}
#				}
#				faith.religious_head = {
#					save_scope_as = fp2_2008_relevant_head_of_faith
#				}
#			}
#		}
#		root.capital_county = { save_scope_as = fp2_2008_capital }
#	}
#
#	option = { # Special (thanks QA!) option, denounce publicly (might get killed by mob)
#		name = fp2_struggle.2008.d
#		flavor = fp2_struggle.2008.d.flavor
#		trigger = {
#			OR = {
#				has_trait = sadistic
#				has_trait = schemer
#				has_trait = peasant_leader
#				has_trait = augustus
#				has_trait = contrite
#				has_trait = august
#				has_trait = diplomat
#			}
#		}
#		stress_impact = { 
#			just = medium_stress_impact_gain 
#			trusting = minor_stress_impact_gain
#			temperate = minor_stress_impact_gain
#			patient = minor_stress_impact_gain
#			shy = minor_stress_impact_gain
#			compassionate = minor_stress_impact_gain
#		}
#
#		every_powerful_vassal = {
#			limit = { faith = root.faith }
#			custom = fp2_every_major_vassal_notifier
#			add_opinion = {
#				target = root
#				modifier = cruelty_opinion
#				opinion = -20
#			}
#		}
#
#		random_list = {
#			85 = {
#				hidden_effect = {
#					scope:fps_2008_misdeed_actor = { save_temporary_scope_as = assassin } # Used for loc
#					send_interface_toast = {
#						type = event_toast_effect_good
#						title = char_interaction.0050.a
#						left_icon = scope:fps_2008_misdeed_actor
#					  
#						capital_county = {
#							add_county_modifier = {
#								modifier = governance_1054_satisfied_peasants_modifier
#								years = 15
#							}
#						}
#						scope:assassin = { custom_tooltip = hold_court.8221.imprison_alone } # This uses that loc
#						hidden_effect = {
#							rightfully_imprison_character_effect = { # The autoformatter was a bit (very, very) fiddly with this
#								TARGET = scope:fps_2008_misdeed_actor
#								IMPRISONER = root
#							}
#						}
#					}
#				}
#				scope:fps_2008_misdeed_actor = {
#					add_opinion = {
#						target = root
#						modifier = publicly_ridiculed
#						opinion = -30
#					}
#				}
#				show_as_tooltip = {
#					rightfully_imprison_character_effect = {
#						TARGET = scope:fps_2008_misdeed_actor
#						IMPRISONER = root
#					}
#					capital_county = {
#						add_county_modifier = {
#							modifier = governance_1054_satisfied_peasants_modifier
#							years = 15
#						}
#					}
#				}
#			}
#			15 = {
#				scope:fps_2008_misdeed_actor = {
#					add_opinion = {
#						target = root
#						modifier = publicly_ridiculed
#						opinion = -80
#					}
#				}
#				if = {
#					limit = { has_trait = sadistic } # Once again, rewarding physcos with little details
#					send_interface_toast = {
#						type = event_toast_effect_good
#						title = char_interaction.0050.a
#						left_icon = scope:fps_2008_misdeed_actor
#					  
#						scope:fps_2008_misdeed_actor = { death = { death_reason = death_beaten_by_mob } }
#						capital_county = {
#							add_county_modifier = {
#								modifier = governance_1054_satisfied_peasants_modifier
#								years = 30
#							}
#						}
#					}
#				}
#				else = {
#					send_interface_toast = {
#						type = event_toast_effect_bad
#						title = char_interaction.0050.a
#						left_icon = scope:fps_2008_misdeed_actor
#					  
#						scope:fps_2008_misdeed_actor = { death = { death_reason = death_beaten_by_mob } }
#						capital_county = {
#							add_county_modifier = {
#								modifier = governance_1054_satisfied_peasants_modifier
#								years = 30
#							}
#						}
#					}
#				}
#			}
#		}
#	}
#
#	option = { # Imprison chaplain outright
#		name = fp2_struggle.2008.a
#		stress_impact = { trusting = minor_stress_impact_gain }
#
#		rightfully_imprison_character_effect = {
#			TARGET = scope:fps_2008_misdeed_actor
#			IMPRISONER = root
#		}
#		if = {
#			limit = {
#				scope:fps_2008_misdeed_actor = cp:councillor_court_chaplain
#				exists = scope:fp2_2008_relevant_head_of_faith 
#			}
#			scope:fps_2008_misdeed_actor.faith = {
#				religious_head = {
#					add_opinion = {
#						target = root
#						modifier = rude_opinion
#						opinion = -10
#					}
#				}
#			}
#		}
#
#		scope:fp2_2008_capital = { 
#			add_county_modifier = {
#				modifier = fp2_improved_administrative_checks_modifier
#				years = 15
#			}
#		}
#
#		ai_chance = {
#			base = 50
#			ai_value_modifier = {
#				ai_honor = 0.85
#				ai_zeal = 0.3
#			}
#		}
#	}
#
#
#	# Threaten, gain hook and modifier for work harder
#	option = { # Combined general output (threaten into teaching you how to forge like they do)
#		name = fp2_struggle.2008.b.a
#		flavor = fp2_struggle.2008.b.flavor
#		stress_impact = { 
#			just = minor_stress_impact_gain
#			honest = medium_stress_impact_gain
#		}
#
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = yearly_0001_improved_intrigue
#			left_icon = ROOT
#			right_icon = scope:fps_2008_misdeed_actor
#		  
#			add_intrigue_lifestyle_xp = major_lifestyle_experience # Originally it gave you the accomplished forger perk. Was removed because it let you bypass the learning tree.
#		}
#		reverse_add_opinion = {
#			target = scope:fps_2008_misdeed_actor
#			modifier = extorted_me_opinion
#			opinion = -25
#			years = 10
#		}
#
#		scope:fps_2008_misdeed_actor = {
#			progress_towards_rival_effect = {
#				REASON = rival_defrauded_realm
#				CHARACTER = root
#				OPINION = 0
#			}
#		}
#
#		if = { # Has its own notification
#			limit = {
#				can_add_hook = {
#					target = scope:fps_2008_misdeed_actor
#					type = threat_hook
#				}
#			}
#			add_hook = {
#				target = scope:fps_2008_misdeed_actor
#				type = threat_hook
#				years = 7
#			}
#		}
#
#		ai_chance = { base = 0 } # AI should never use these OP options
#	}
#
#
#	option = { # Go hand in hand stealing state money
#		name = fp2_struggle.2008.c
#		flavor = fp2_struggle.2008.c.flavor
#
#		stress_impact = {
#			just = medium_stress_impact_gain
#			zealous = minor_stress_impact_gain
#		}
#
#		scope:fp2_2008_capital = { 
#			add_county_modifier = {
#				modifier = county_corruption_inefficient_tax_collection_modifier
#				years = 15
#			}
#		}
#
#		scope:fps_2008_misdeed_actor = {
#			if = {
#				limit = {
#					can_add_hook = {
#						target = root
#						type = minor_crime_accomplice_hook
#					}
#				}
#
#				if = {
#					limit = { root = { scope:fps_2008_misdeed_actor = cp:councillor_steward } } # CPs cannot have CPs, therefore must be rescoped into root to access
#					pay_short_term_gold = {
#						target = root
#						gold = minor_gold_value
#					}
#				}
#				add_hook = {
#					target = root
#					type = minor_crime_accomplice_hook
#					years = 15
#				}
#			}
#		}
#		if = {
#			limit = {
#				can_add_hook = {
#					target = scope:fps_2008_misdeed_actor
#					type = minor_crime_accomplice_hook
#				}
#			}
#			add_hook = {
#				target = scope:fps_2008_misdeed_actor
#				type = minor_crime_accomplice_hook
#				years = 15
#			}
#		}
#		add_gold = medium_gold_value
#
#		ai_chance = {
#			base = 50
#			ai_value_modifier = {
#				ai_greed = 0.95
#				ai_energy = 0.25
#			}
#		}
#	}
#}
#
####################################
## Thiefs of Garduna / Catching Thieves of Myth
## By Hugo Cortell
####################################
#fp2_struggle.2009 = {
#	type = character_event
#	title = fp2_struggle.2009.t
#	desc = fp2_struggle.2009.desc
#
#	theme = intrigue_skulduggery_focus
#	cooldown = { years = 150 } # Not actually necessary but adding anyway
#	override_background = { reference = corridor_night }
#	left_portrait = {
#		character = scope:fp2_2009_marshal
#		animation = marshal
#		outfit_tags = { emotion_angry_decal } # WAD, the decal does render and functions as intended
#	}
#	lower_left_portrait = {
#		character = root
#	}
#	right_portrait = {
#		character = scope:fp2_2009_garduna_young_thief
#		animation = fear
#		hide_info = yes
#		outfit_tags = {
#			mena_stealth_hood
#			religious_zoroastrian_high_clothes
#		}
#	}
#
#	trigger = {
#		is_ai = no
#		has_fp2_dlc_trigger = yes
#		top_liege = this
#		exists = cp:councillor_marshal
#		fp2_character_any_involvement_iberian_struggle_trigger = yes
#
#		exists = struggle:iberian_struggle
#		exists = primary_title
#		struggle:iberian_struggle = {
#			any_involved_ruler = { # Redundancy check in response to errors on automated tests, should (theoretically) not be necessary
#				this != root # Alternative point of failure could be "this" being null, but that would cause errors outside my event.
#				exists = primary_title
#				top_liege = this
#				primary_title = { is_mercenary_company = no }
#				is_landed = yes
#				count > 1 # Redundancy check in response to more errors on nigtly. Now on the bottom of the block. Reduced by one to total 3.
#			}
#			
#			OR = {
#				is_struggle_phase = struggle_iberia_phase_opportunity
#				is_struggle_phase = struggle_iberia_phase_conciliation
#			}
#		}
#
#		realm_size > 3 # Needed to get all the realms where corruption can happen
#	}
#
#	weight_multiplier = {
#		base = 0.5
#		modifier = {
#			add = 0.5
#			is_ai = no
#		}
#	}
#
#	immediate = {
#		struggle:iberian_struggle = { # Struggle existance is already verified by event trigger
#			random_involved_ruler = { 
#				limit = {
#					this != root # Otherwise you might be the other involved ruler
#					exists = primary_title
#					top_liege = this
#					primary_title = { is_mercenary_company = no }
#					is_landed = yes
#				}
#				save_scope_as = fp2_2009_involved_ruler 
#			} 
#		}
#		cp:councillor_marshal = { save_scope_as = fp2_2009_marshal }
#		create_character = {
#			age = { 16 27 }
#			location = root.location
#			gender_female_chance = 30
#			trait = education_intrigue_2
#			trait = shy
#			trait = honest
#			trait = paranoid
#			random_traits = yes
#			diplomacy	= { 2 7 }
#			martial		= { 3 6 }
#			stewardship = { 4 7 }
#			intrigue	= { 8 22 }
#			culture = culture:basque
#			religion = religion:catholic_religion
#			dynasty = none
#			after_creation = { add_gold = minor_gold_value }
#
#			save_scope_as = fp2_2009_garduna_young_thief
#		}
#
#		if = {
#			limit = { 
#				exists = global_var:fp2_struggle_2009_thief_king_char
#				global_var:fp2_struggle_2009_thief_king_char = { is_available_ai_adult = yes }
#			}
#			global_var:fp2_struggle_2009_thief_king_char = { save_scope_as = fp2_2009_garduna_guild_master }
#		}
#		else = {
#			create_character = { # Guild Master
#				age = { 24 52 }
#				location = scope:fp2_2009_involved_ruler.location
#				gender_female_chance = {
#					if = {
#						limit = { scope:fp2_2009_involved_ruler.location.county.faith = { has_doctrine = doctrine_gender_male_dominated } }
#						add = 0
#					}
#					else_if = {
#						limit = { scope:fp2_2009_involved_ruler.location.county.faith = { has_doctrine = doctrine_gender_female_dominated } }
#						add = 100
#					}
#					else = {
#						add = 50
#					}
#				}
#				trait = education_intrigue_4
#				trait = deceitful
#				trait = shrewd
#				random_traits = yes
#				diplomacy	= { 6 16 }
#				martial		= { 8 15 }
#				stewardship = { 10 17 }
#				intrigue	= { 8 16 }
#				culture = culture:basque
#				religion = religion:catholic_religion
#				dynasty = none
#				after_creation = { 
#					add_gold = major_gold_value
#					add_prestige = major_prestige_gain
#					add_piety = minor_piety_gain
#					random = {
#						chance = 10
#						add_trait = one_eyed
#					}
#					random = {
#						chance = 10
#						add_trait = one_legged
#					}
#					random = {
#						chance = 5
#						add_trait = schemer
#					}
#					random = {
#						chance = 33
#						add_trait = wild_oat
#					}
#					if = {
#						limit = { is_female = yes }
#						give_nickname = nick_the_Queen_of_Thieves
#					}
#					else = { give_nickname = nick_the_King_of_Thieves }
#				}
#
#				save_scope_as = fp2_2009_garduna_guild_master
#			}
#		}
#		set_global_variable = {
#			name = fp2_struggle_2009_thief_king_char
#			value = scope:fp2_2009_garduna_guild_master
#		}
#
#		if = {
#			limit = {
#				any_court_position_holder = {
#					type = executioner_court_position
#					is_available_ai_adult = yes
#				}
#			}
#			random_court_position_holder = {
#				type = executioner_court_position
#				save_scope_as = fp2_2009_roco_executioner
#			}
#		}
#
#		# Get locations
#		root.capital_county = { save_scope_as = fp2_2009_capital_county }
#		scope:fp2_2009_involved_ruler.capital_county = { save_scope_as = fp2_2009_involved_capital_county }
#		random_sub_realm_county = {
#			limit = { this != scope:fp2_2009_capital_county }
#			save_scope_as = fp2_2009_random_flavor_county_ichi
#		}
#		random_sub_realm_county = {
#			limit = { 
#				NOT = {
#					this = scope:fp2_2009_capital_county
#					this = scope:fp2_2009_random_flavor_county_ichi
#				} 
#			}
#			save_scope_as = fp2_2009_random_flavor_county_ni
#		}
#
#		# Logic for "Hire the guild" option, prevents the AI from acting un-wise
#		if = { # Player has access by default
#			limit = { is_ai = no }
#			save_scope_as = fp2_2009_hire_guild_unlocked
#		}
#		else_if = { # Forbid AI on AI agression
#			limit = {
#				NOT = {
#					is_ai = yes
#					scope:fp2_2009_involved_ruler = { is_ai = yes }
#				}
#			}
#			save_scope_as = fp2_2009_hire_guild_unlocked
#		}
#		else_if = { # Ensure AI on Player agression is justified
#			limit = {
#				is_ai = yes
#				scope:fp2_2009_involved_ruler = { 
#					is_ai = no 
#					save_temporary_opinion_value_as = {
#						name = opinion_of_root_temp_value
#						target = root
#					}
#				}
#
#				# AI behaviour must be on brand with personality and/or circumstance to ensure narrative cohesion
#				scope:opinion_of_root_temp_value < -10
#				OR = {
#					has_trait = deceitful
#					has_trait = wrathful
#					has_trait = ambitious
#					has_trait = vengeful
#					has_trait = arrogant
#					has_trait = callous
#					is_at_war_with = scope:fp2_2009_involved_ruler
#					has_relation_nemesis = scope:fp2_2009_involved_ruler
#				}	
#			}
#			save_scope_as = fp2_2009_hire_guild_unlocked
#		}
#	}
#
#	option = { # BECOME THE KING OF PIRA- err THIEVES!!1!
#		name = fp2_struggle.2009.a
#		flavor = fp2_struggle.2009.a.flavor
#		trigger = {
#			NOT = { age < 14 }
#			OR = {
#				has_trait = gallant
#				has_trait = adventurer
#				has_trait = berserker
#				has_trait = peasant_leader
#				has_trait = viking
#				has_trait = reaver
#				prowess > very_high_skill_rating
#				has_trait = lunatic_genetic
#			}
#		}
#		scope:fp2_2009_marshal = {
#			add_opinion = {
#				target = root
#				modifier = impressed_opinion
#				opinion = 20
#			}
#		}
#		trigger_event = {
#			id = fp2_struggle.2010
#			days = { 6 31 }
#		}
#
#		stress_impact = {
#			compassionate = minor_stress_impact_gain
#			craven = minor_stress_impact_gain
#			content = medium_stress_impact_gain
#			eccentric = medium_stress_impact_loss
#		}
#
#		ai_chance = {
#			base = 8 # Prevents too many kings of thieves from showing up
#			modifier = {
#				add = 25
#				has_trait = just
#			}
#			ai_value_modifier = {
#				ai_boldness = 0.7
#				ai_compassion = -0.1
#				ai_greed = 0.3
#				ai_energy = 0.5
#				ai_honor = -0.1
#				ai_rationality = -0.2
#				ai_sociability = 0.3
#				ai_vengefulness = 0.5
#			}
#		}
#	}
#
#	option = { # Demand info
#		name = fp2_struggle.2009.b
#
#		hidden_effect = {
#			scope:fp2_2009_garduna_young_thief = { add_trait = depressed_1 }
#			save_scope_as = fp2_2009_thief_permanence_scope
#		}
#
#		every_sub_realm_county = {
#			limit = {
#				county_control < 100
#			}
#			custom = all_realm_county
#			change_county_control = 5
#		}
#		add_courtier = scope:fp2_2009_garduna_young_thief
#		scope:fp2_2009_garduna_young_thief = {
#			custom_tooltip = fp2_struggle.2009.b.blues
#			add_opinion = {
#				target = root
#				modifier = was_spared
#				opinion = 20
#			}
#		}
#
#		stress_impact = {
#			wrathful = minor_stress_impact_gain
#			vengeful = minor_stress_impact_gain
#			sadistic = minor_stress_impact_gain
#		}
#		ai_chance = {
#			base = 45
#			ai_value_modifier = {
#				ai_boldness = -0.1
#				ai_compassion = 0.65
#				ai_honor = 0.2
#				ai_rationality = 0.9
#			}
#		}
#
#		hidden_effect = {
#			save_scope_value_as = {
#				name = fp2_2009_event_outcome
#				value = flag:cleared_out
#			}
#			trigger_event = { 
#				id = fp2_struggle.2021
#				days = { 450 3000 }
#			}
#		}
#	}
#
#	option = { # Ask for a cut
#		name = fp2_struggle.2009.c
#		trigger = {
#			is_ai = no # Option disabled for AI rulers
#			NOR = {
#				has_trait = gallant
#				has_trait = adventurer
#				has_trait = berserker
#				has_trait = peasant_leader
#				has_trait = viking
#				has_trait = reaver
#				prowess > very_high_skill_rating
#				has_trait = lunatic_genetic
#			}
#		}
#
#		add_gold = medium_gold_value
#		scope:fp2_2009_capital_county = { add_thieves_guild_modifier_effect = yes }
#		scope:fp2_2009_random_flavor_county_ichi = { change_county_control = -15 }
#		scope:fp2_2009_random_flavor_county_ni = { change_county_control = -15 }
#
#		scope:fp2_2009_marshal = {
#			if = {
#				limit = { has_trait = just }
#				add_opinion = {
#					target = root
#					modifier = disgusted_opinion
#					opinion = -35
#				}
#			}
#			else = {
#				if = {
#					limit = { has_trait = greedy }
#					add_opinion = {
#						target = root
#						modifier = respect_opinion # Greedy people respect "the grind"
#						opinion = 10
#					}
#				}
#				else = {
#					add_opinion = {
#						target = root
#						modifier = disappointed_opinion
#						opinion = -15
#					}
#				}
#			}
#		}
#
#		stress_impact = {
#			generous = medium_stress_impact_gain
#			content = minor_stress_impact_gain
#			just = major_stress_impact_gain
#		}
#
#		hidden_effect = {
#			save_scope_value_as = {
#				name = fp2_2009_event_outcome
#				value = flag:paid_off
#			}
#			trigger_event = { 
#				id = fp2_struggle.2021
#				days = { 450 3000 }
#			}
#		}
#	}
#
#	option = { # Hire the guild to mess with a foreign ruler (work for me)
#		name = fp2_struggle.2009.d
#		trigger = { exists = scope:fp2_2009_hire_guild_unlocked } # Prevents AI from acting un-intelligently
#
#		scope:fp2_2009_involved_capital_county = { add_thieves_guild_modifier_effect = yes }
#		pay_short_term_gold = {
#			target = scope:fp2_2009_garduna_young_thief
#			gold = minor_gold_value
#			
#		}
#
#		# Notifies the player on the recieving end of an event outcome that involves them.
#		scope:fp2_2009_involved_ruler = {  # Hopefuly this will encoureage interaction in MP games.
#			trigger_event = { 
#				id = fp2_struggle.2012
#				days = { 1 2 }
#			} 
#		}
#
#		stress_impact = {
#			brave = minor_stress_impact_gain
#			honest = medium_stress_impact_gain
#			compassionate = minor_stress_impact_gain
#		}
#		ai_chance = {
#			base = 25
#			modifier = {
#				add = 45
#				is_at_war_with = scope:fp2_2009_involved_ruler
#			}
#			modifier = {
#				add = 100 # hatred can cloud the mind
#				has_relation_nemesis = scope:fp2_2009_involved_ruler
#			}
#			ai_value_modifier = {
#				ai_boldness = 0.7
#				ai_compassion = -0.2
#				ai_greed = -0.1
#				ai_honor = -0.4
#				ai_rationality = 0.7
#				ai_vengefulness = 0.95
#			}
#		}
#
#		hidden_effect = {
#			save_scope_value_as = {
#				name = fp2_2009_event_outcome
#				value = flag:worked_together
#			}
#			trigger_event = { 
#				id = fp2_struggle.2021
#				days = { 450 3000 }
#			}
#		}
#	}
#
#	option = { # Gift the thieve's the head to the foreign ruler
#		name = fp2_struggle.2009.e
#
#		scope:fp2_2009_garduna_young_thief = {
#			if = {
#				limit = { exists = scope:fp2_2009_roco_executioner } # ROCO flaire
#				death = {
#					death_reason = death_execution
#					killer = scope:fp2_2009_roco_executioner
#				}
#			}
#			else = {
#				death = {
#					death_reason = death_execution
#					killer = scope:fp2_2009_marshal
#				}
#			}
#			save_scope_as = fp2_2009_thief_permanence_scope
#		}
#		custom_tooltip = fp2_struggle.2009.e.a
#		hidden_effect = {
#			random_list = {
#				55 = {} # nothing happens
#				45 = {
#					random_list = {
#						33 = { scope:fp2_2009_random_flavor_county_ichi = { change_county_control = -15 } }
#						33 = { scope:fp2_2009_random_flavor_county_ni = { change_county_control = -15 } }
#						33 = { scope:fp2_2009_capital_county = { change_county_control = -15 } }
#					}
#				}
#			}
#		}
#
#		scope:fp2_2009_involved_ruler = {
#			if = {
#				limit = {
#					OR = {
#						has_trait = wrathful
#						has_trait = vengeful
#						has_trait = sadistic
#					}
#				}
#				add_opinion = {
#					target = root
#					modifier = gift_opinion
#					opinion = 40
#				}
#				progress_towards_friend_effect = { # very nice
#					REASON = friend_gave_severed_head
#					CHARACTER = root
#					OPINION = 0
#				}
#			}
#			else = {
#				add_opinion = {
#					target = root
#					modifier = gift_opinion # nice
#					opinion = 30
#				}
#			}
#		}
#
#		# Notifies the player on the recieving end that they have recieved a delightful gift
#		root = { save_scope_as = fp2_2009_has_gifted_head }
#		scope:fp2_2009_involved_ruler = { 
#			trigger_event = { 
#				id = fp2_struggle.2012
#				days = { 1 2 }
#			} 
#		}
#
#		stress_impact = {
#			compassionate = medium_stress_impact_gain
#			forgiving = minor_stress_impact_gain
#		}
#		ai_chance = {
#			base = 35
#			ai_value_modifier = {
#				ai_boldness = 0.2
#				ai_compassion = -0.45
#				ai_honor = 0.8
#				ai_rationality = 0.1
#				ai_sociability = 0.5
#			}
#		}
#
#		hidden_effect = {
#			save_scope_value_as = {
#				name = fp2_2009_event_outcome
#				value = flag:lobbed_head
#			}
#			trigger_event = { 
#				id = fp2_struggle.2021
#				days = { 450 3000 }
#			}
#		}
#	}
#
#	option = { # Debug option to quickly trigger 2021
#		name = debug_generic_option
#		trigger = { is_developer_testing_trigger = yes }
#
#		custom_tooltip = debug_generic_option_shortened_trigger_can_disable
#		hidden_effect = {
#			save_scope_value_as = {
#				name = fp2_2009_event_outcome
#				value = flag:cleared_out # modify this with the flag you need
#			}
#			trigger_event = { id = fp2_struggle.2021 }
#		}
#	}
#
#	after = {
#		if = {
#			limit = { NOT = { exists = scope:fp2_2009_thief_permanence_scope } }
#			scope:fp2_2009_garduna_young_thief = { silent_disappearance_effect = yes }
#		}
#	}
#}
#
#fp2_struggle.2010 = { # 2009 duel follow-up
#	type = character_event
#	title = fp2_struggle.2010.t
#	desc = fp2_struggle.2010.desc
#	trigger = { scope:fp2_2009_garduna_guild_master = { is_available_ai_adult = yes } }
#
#	theme = battle
#	override_background = { reference = corridor_night }
#	left_portrait = {
#		character = root
#		animation = throne_room_one_handed_passive_1
#	}
#	right_portrait = {
#		character = scope:fp2_2009_garduna_guild_master
#		animation = war_over_win
#		outfit_tags = {
#			western_stealth_hood
#			sub_saharan_high_nobility
#			mena_war_legwear
#		}
#	}
#
#	option = { # Duel
#		name = fp2_struggle.2010.b
#
#		root = { save_scope_as = fp2_2010_root_in_duel } # Used in invalidation check for player's death
#		scope:fp2_2009_garduna_guild_master = {
#			set_variable = {
#				name = signature_weapon
#				value = flag:dagger
#			}
#		}
#		configure_start_single_combat_effect = {
#			SC_INITIATOR = root
#			SC_ATTACKER = root
#			SC_DEFENDER = scope:fp2_2009_garduna_guild_master
#			FATALITY = always
#			FIXED = no
#			LOCALE = temple
#			OUTPUT_EVENT = fp2_struggle.2011
#			INVALIDATION_EVENT = fp2_struggle.2011 # If the thief dies, you still win. If you die, 2011 runs a check and fails to trigger.
#		}
#
#		ai_chance = { # Stress for craven was already taken when setting off in this quest
#			base = 50
#			ai_value_modifier = { ai_boldness = 0.5 }
#		}
#	}
#
#	option = { # Pay protection money
#		name = fp2_struggle.2010.c
#
#		pay_treasury_or_gold = { # Cowardice tax (costs more than hireing them)
#			target = scope:fp2_2009_garduna_guild_master
#			value = major_treasury_or_gold_value
#		}
#
#		stress_impact = {
#			brave = major_stress_impact_gain
#			just = major_stress_impact_gain
#			arrogant = major_stress_impact_gain
#			vengeful = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 50
#			modifier = { # Nobody wants to be indebted to a thief
#				add = -25
#				gold < major_gold_value
#			}
#			ai_value_modifier = { ai_greed = -0.5 }
#		}
#
#		hidden_effect = {
#			save_scope_value_as = {
#				name = fp2_2009_event_outcome
#				value = flag:paid_off
#			}
#			trigger_event = { 
#				id = fp2_struggle.2021
#				days = { 450 3000 }
#			}
#		}
#	}
#}
#
#fp2_struggle.2011 = { # You become the KING OF THIEVES
#	hidden = yes
#	immediate = {
#		if = {
#			limit = { 
#				exists = scope:fp2_2011_reuse_gate
#				root = scope:fp2_2010_root_in_duel 
#			}
#			send_interface_toast = {
#				type = event_toast_effect_good
#				desc = fp2_struggle.2011.desc
#				title = fp2_struggle.2011.a
#				right_icon = ROOT
#			  
#				if = { # Standard practice from EP1 onwards dictates that we ought not to overwrite positive nicknames (?)
#					limit = {
#						OR = {
#							has_any_nickname = no
#							has_bad_nickname = yes
#						}
#					}
#					give_nickname = nick_the_Thief_Slayer
#				}
#				add_prestige = major_prestige_gain
#				add_gold = minor_gold_value
#			}
#		}
#		else = {
#			save_scope_as = fp2_2011_reuse_gate
#			trigger_event = { 
#				id = fp2_struggle.2011
#				days = 1
#			} 
#		}
#	}
#}
#
#fp2_struggle.2012 = { # Displays letter notifying involved player/character that an action taken by 2009's root is affecting them
#	type = letter_event
#	sender = scope:fp2_2012_sender # Animation is WAD
#	opening = {
#		desc = {
#			first_valid = {
#				triggered_desc = {
#					trigger = { exists = scope:fp2_2009_has_gifted_head }
#					desc = fp2_struggle.2012.t.alt
#				}
#				desc = fp2_struggle.2012.t
#			}
#		}
#	}
#	desc = {
#		first_valid = {
#			triggered_desc = {
#				trigger = { exists = scope:fp2_2009_has_gifted_head }
#				desc = fp2_struggle.2012.desc.alt
#			}
#			desc = fp2_struggle.2012.desc
#		}
#	}
#
#	immediate = {
#		# Logic for deciding who is the author of the letter
#		if = {
#			limit = { exists = scope:fp2_2009_has_gifted_head } # If the event is the alt version where you gift the head
#			scope:fp2_2009_has_gifted_head = { save_scope_as = fp2_2012_sender }
#		}
#		else_if = {
#			limit = { exists = cp:councillor_spymaster } # Else cycle through possible chancellors
#			cp:councillor_spymaster = { save_scope_as = fp2_2012_sender }
#		}
#		else_if = {
#			limit = { exists = cp:councillor_marshal }
#			cp:councillor_marshal = { save_scope_as = fp2_2012_sender }
#		}
#		else_if = {
#			limit = { exists = cp:councillor_court_chaplain }
#			cp:councillor_court_chaplain = { save_scope_as = fp2_2012_sender }
#		}
#		else = { root = { save_scope_as = fp2_2012_sender } } # If all fails, you wrote the report yourself, about yourself, for yourself.
#	}
#
#	option = {
#		name = fp2_struggle.2012.a
#		trigger = { NOT = { exists = scope:fp2_2009_has_gifted_head } }
#
#		show_as_tooltip = { scope:fp2_2009_involved_capital_county = { add_thieves_guild_modifier_effect = yes } } # Has already happened, only to display info
#	}
#
#	option = {
#		name = fp2_struggle.2012.a.alt
#		trigger = { exists = scope:fp2_2009_has_gifted_head }
#
#		scope:fp2_2009_involved_capital_county = { change_county_control = 10 }
#	}
#}
#
####################################
## The Secret to Freedom
## By Hugo Cortell
####################################
#fp2_struggle.2013 = {
#	type = character_event
#	title = fp2_struggle.2013.t
#	desc = fp2_struggle.2013.desc
#	theme = secret
#	cooldown = { years = 2 }
#	override_background = { 
#		trigger = { scope:fp2_2013_prisoner_with_a_secret = { is_in_prison_type = house_arrest } }
#		reference = sitting_room
#	}
#	override_background = { 
#		trigger = { always = yes }
#		reference = dungeon
#	}
#	left_portrait = {
#		character = root
#		animation = scheme
#	}
#	right_portrait = {
#		character = scope:fp2_2013_prisoner_with_a_secret
#		triggered_animation = {
#			trigger = { scope:fp2_2013_prisoner_with_a_secret = { is_in_prison_type = house_arrest } }
#  			animation = beg
#  		}
#		animation = prisondungeon
#		override_imprisonment_visuals = yes
#	}
#
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		any_prisoner = {
#			save_temporary_scope_as = temp_prisoner_with_secret # Prevents prisoner from revealing their own secret, which would be cool, but would require new loc
#			any_known_secret = {
#				secret_owner = {
#					this != scope:temp_prisoner_with_secret
#					top_liege = this 
#					fp2_character_any_involvement_iberian_struggle_trigger = yes
#				} 
#				NOT = { is_known_by = root }
#			}
#		}
#	}
#
#	immediate = {
#		random_prisoner = {
#			limit = {
#				save_temporary_scope_as = temp_prisoner_with_secret
#				any_known_secret = {
#					secret_owner = {
#						this != scope:temp_prisoner_with_secret
#						top_liege = this 
#						fp2_character_any_involvement_iberian_struggle_trigger = yes
#					} 
#					NOT = { is_known_by = root }
#				} 
#			}
#			save_scope_as = fp2_2013_prisoner_with_a_secret
#			every_known_secret = {
#				limit = { 
#					secret_owner = { 
#						this != scope:fp2_2013_prisoner_with_a_secret
#						top_liege = this
#					} 
#					NOT = { is_known_by = root }
#				}
#				secret_owner = { save_scope_as = fp2_2013_secret_owner }
#				save_scope_as = fp2_2013_secret_to_tell
#			}
#
#			stress_impact = {
#				brave = medium_stress_impact_gain
#				gallant = medium_stress_impact_gain
#				confider = major_stress_impact_gain
#			}
#		}
#	}
#
#	option = { # Agree
#		name = fp2_struggle.2013.a
#
#		show_as_tooltip = {
#			custom_tooltip = fp2_struggle.2013.a.a
#			scope:fp2_2013_prisoner_with_a_secret = { release_from_prison = yes }
#		}
#		hidden_effect = {
#			send_interface_toast = {
#				type = event_toast_effect_good
#				title = witch.2010.message
#				left_icon = ROOT
#				right_icon = scope:fp2_2013_secret_owner
#			  
#				scope:fp2_2013_secret_to_tell = { reveal_to = root }
#				scope:fp2_2013_prisoner_with_a_secret = { release_from_prison = yes }
#			}
#		}
#
#		ai_chance = {
#			base = 15
#			ai_value_modifier = {
#				ai_boldness = -0.1
#				ai_compassion = 0.2
#				ai_honor = 0.1
#				ai_rationality = 0.4
#				ai_sociability = 0.1
#				ai_vengefulness = 0.1
#			}
#		}
#	}
#
#	option = { # Torture
#		name = fp2_struggle.2013.b
#
#		add_dread = minor_dread_gain
#		duel = {
#			skill = intrigue
#			value = medium_skill_rating
#
#			40 = { # Success
#				modifier = {
#					add = intrigue # Your intrigue level should make up for most of the 10 missing points to make this a 50 50
#					always = yes
#				}
#				modifier = {
#					add = 15 # Enjoy your job and it wont feel like work!
#					has_trait = sadistic
#				}
#				modifier = {
#					add = 35
#					has_trait = torturer
#				}
#				modifier = {
#					add = 5 # Iberia is home to many plants you should not rub against your skin, great for tickle-torture :D
#					has_trait = lifestyle_herbalist
#				}
#				modifier = {
#					add = 5
#					scope:fp2_2013_prisoner_with_a_secret = { has_trait = lazy }
#				}
#				modifier = {
#					add = 15 # Quickly changes their mind about wanting to resist torture
#					scope:fp2_2013_prisoner_with_a_secret = { has_trait = fickle }
#				}
#
#				custom_tooltip = fp2_struggle.2013.a.a
#				hidden_effect = {
#					send_interface_toast = {
#						type = event_toast_effect_good
#						title = witch.2010.message
#						left_icon = ROOT
#						right_icon = scope:fp2_2013_secret_owner
#					  
#						scope:fp2_2013_secret_to_tell = { reveal_to = root }
#					}
#				}
#			}
#			60 = { # You fail
#				desc = fp2_struggle.2013.b.b
#				modifier = {
#					add = scope:fp2_2013_prisoner_with_a_secret.prowess # This is a battle of your skill in torture (intrigue) against the will of your oponent (prowess, usually lower)
#					always = yes
#				}
#				modifier = {
#					add = 5
#					scope:fp2_2013_prisoner_with_a_secret = { has_trait = brave }
#				}
#				modifier = {
#					add = 5 # Being stubborn is as much a blessing as it is a curse, in this case, it is the former
#					scope:fp2_2013_prisoner_with_a_secret = { has_trait = stubborn }
#				}
#				modifier = {
#					add = 5
#					scope:fp2_2013_prisoner_with_a_secret = { has_trait = diligent }
#				}
#				modifier = {
#					add = 5 # They know nothing good can come from revealing information, what will the bargain with otherwise?
#					scope:fp2_2013_prisoner_with_a_secret = { has_trait = paranoid }
#				}
#				modifier = {
#					add = 2 # Maybe god is still on your side? Maybe it is a test?
#					scope:fp2_2013_prisoner_with_a_secret = { has_trait = zealous }
#				}
#				modifier = {
#					add = 2
#					scope:fp2_2013_prisoner_with_a_secret = { has_trait = callous }
#				}
#				modifier = {
#					add = 15 # I imagine this is sort of a lalatina moment
#					scope:fp2_2013_prisoner_with_a_secret = { has_trait = flagellant }
#				}
#				modifier = {
#					add = 10 # They are used to not revealing info under preassure, though torture is a bit more than they are used to...
#					scope:fp2_2013_prisoner_with_a_secret = { has_trait = confider }
#				}
#				
#				send_interface_toast = {
#					type = event_toast_effect_bad
#					title = ease_tension_toast.failure
#					left_icon = ROOT
#					right_icon = scope:fp2_2013_prisoner_with_a_secret
#				}
#			}
#		}
#		reverse_add_opinion = {
#			target = scope:fp2_2013_prisoner_with_a_secret
#			modifier = tortured_me
#			opinion = -60 # 15 point reduction because there was a weak justification
#			years = 30
#		}
#		scope:fp2_2013_prisoner_with_a_secret = {
#			add_character_modifier = {
#				modifier = recently_tortured
#				years = 5
#			}
#		}
#
#		stress_impact = {
#			compassionate = major_stress_impact_gain
#			just = medium_stress_impact_gain
#			forgiving = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 15
#			modifier = {
#				add = 25
#				has_trait = torturer
#			}
#			modifier = {
#				add = 15
#				has_trait = sadistic
#			}
#			ai_value_modifier = {
#				ai_boldness = 0.8
#				ai_compassion = -0.5
#				ai_greed = 0.6
#				ai_honor = -0.9
#				ai_vengefulness = 0.2
#			}
#		}
#	}
#
#	option = { # Send as gift
#		name = fp2_struggle.2013.c
#		flavor = fp2_struggle.2013.c.desc
#		trigger = { scope:fp2_2013_secret_owner = { is_ai = yes } }
#
#		custom_tooltip = fp2_struggle.2013.c.a
#		scope:fp2_2013_prisoner_with_a_secret = { release_from_prison = yes }
#		trigger_event = {
#			id = fp2_struggle.2014
#			days = { 1 4 }
#		}
#
#		ai_chance = {
#			base = 5
#			ai_value_modifier = {
#				ai_boldness = -0.1
#				ai_compassion = 0.2
#				ai_greed = -0.5
#				ai_energy = -0.1
#				ai_honor = 0.3
#				ai_sociability = 0.3
#				ai_vengefulness = -0.2
#				ai_zeal = -0.1
#			}
#		}
#	}
#
#	option = { # Dismiss
#		name = fp2_struggle.2013.d
#
#		random = {
#			chance = 5
#			modifier = {
#				add = 10
#				has_trait = depressed
#			}
#			modifier = {
#				add = 5
#				health < fine_health
#			}
#			show_as_tooltip = { custom_tooltip = fp2_struggle.2013.a.a }
#			hidden_effect = {
#				if = {
#					limit = { is_ai = no }
#					send_interface_toast = {
#						type = event_toast_effect_good
#						title = witch.2010.message
#						left_icon = ROOT
#						right_icon = scope:fp2_2013_secret_owner
#					  
#						scope:fp2_2013_secret_to_tell = { reveal_to = root }
#					}
#				}
#			}
#		}
#
#		ai_chance = {
#			base = 65
#			ai_value_modifier = {
#				ai_boldness = -0.2
#				ai_greed = -0.15
#				ai_energy = -0.1
#				ai_honor = 0.6
#				ai_sociability = 0.1
#				ai_vengefulness = -0.1
#			}
#		}
#	}
#}
#
#fp2_struggle.2014 = {
#	type = letter_event
#	sender = scope:fp2_2013_secret_owner
#	opening = fp2_struggle.2014.t
#	desc = {
#		desc = fp2_struggle.2014.desc.start
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:fp2_2014_ai_secret_outcome = flag:prison }
#				desc = fp2_struggle.2014.desc.heavy.outcome.prison
#			}
#			triggered_desc = {
#				trigger = { scope:fp2_2014_ai_secret_outcome = flag:death }
#				desc = fp2_struggle.2014.desc.heavy.outcome.death
#			}
#			desc = fp2_struggle.2014.desc.light
#		}
#	}
#
#	trigger = {
#		scope:fp2_2013_secret_owner = { is_available_ai_adult = yes }
#		scope:fp2_2013_prisoner_with_a_secret = { is_available_ai_adult = yes }
#	}
#
#	on_trigger_fail = {
#		if = {
#			limit = { # Fallback - foreign ruler has died!
#				NOT = { 
#					scope:fp2_2013_secret_owner = { 
#						is_alive = yes
#						is_available_ai_adult = yes 
#					} 
#				} 
#			} 
#			send_interface_toast = {
#				type = event_death_neutral
#				desc = death_management.1007.t
#				left_icon = scope:fp2_2013_secret_owner
#			}
#		}
#		if = {
#			limit = { # Fallback - prisoner has died!
#				NOT = { scope:fp2_2013_prisoner_with_a_secret = { is_alive = yes } } 
#			}
#			send_interface_toast = {
#				scope:fp2_2013_prisoner_with_a_secret = { save_temporary_scope_as = dead_character }
#				type = event_death_neutral
#				desc = death_management.1006.desc
#				left_icon = scope:fp2_2013_prisoner_with_a_secret
#			}
#		}
#	}
#
#	immediate = { # LOGIC FOR AI RESPONSE
#		save_scope_value_as = { # Calculate how "strong" a secret is
#			name = fp2_2014_secret_strength
#			value = {
#				value = 0
#				if = {
#					limit = { scope:fp2_2013_secret_to_tell = { is_criminal_for = scope:fp2_2013_secret_owner } }
#					add = 10
#				}
#				if = {
#					limit = { scope:fp2_2013_secret_to_tell = { is_shunned_for = scope:fp2_2013_secret_owner } }
#					add = 5
#				}
#				if = {
#					limit = { scope:fp2_2013_secret_to_tell = { secret_is_always_interesting_trigger = yes } }
#					add = 5
#				}
#			}
#		}
#		if = {						# IS THIS SECRET A THREAT TO ME?
#			limit = { scope:fp2_2014_secret_strength >= 10 }
#			scope:fp2_2013_secret_owner = {
#				hidden_effect = {
#					add_opinion = {
#						target = scope:fp2_2013_prisoner_with_a_secret
#						modifier = betrayed_me_opinion
#						opinion = -50
#					}
#				}
#				add_opinion = {
#					target = root
#					modifier = did_not_tell_my_secret
#					opinion = 45
#				}
#				progress_towards_friend_effect = {
#					REASON = friend_kept_my_secret
#					CHARACTER = root
#					OPINION = 0
#				}
#				if = {
#					limit = { 
#						has_dlc_feature = court_artifacts
#						any_character_artifact = {
#							NOT = { has_variable = historical_unique_artifact }
#							artifact_high_rarity_trigger = yes
#							artifact_can_be_gift_to_trigger = { RECIPIENT = root }
#						}
#					}
#					random_character_artifact = {
#						limit = {
#							NOT = { has_variable = historical_unique_artifact }
#							artifact_high_rarity_trigger = yes
#							artifact_can_be_gift_to_trigger = { RECIPIENT = root }
#						}
#						set_owner = root # If it breaks, use set_artifact_owner
#					}
#				}
#
#				save_opinion_value_as = {
#					name = fp2_2014_opinion_of_swine
#					target = scope:fp2_2013_prisoner_with_a_secret
#				}
#			}
#			if = {					# YES, AND I MUST HIDE IT (prison outcome)
#				limit = {
#					scope:fp2_2013_secret_owner = {
#						NAND = {
#							has_trait = paranoid
#							ai_compassion < 30	
#						}	
#					}
#				}
#				save_scope_value_as = {
#					name = fp2_2014_ai_secret_outcome
#					value = flag:prison
#				}
#				scope:fp2_2013_secret_owner = {
#					rightfully_imprison_character_effect = {
#						TARGET = scope:fp2_2013_prisoner_with_a_secret
#						IMPRISONER = scope:fp2_2013_secret_owner
#					}
#				}
#			}
#			else = {				# YES, AND I WILL TAKE NO CHANCES (execution outcome)
#				save_scope_value_as = {
#					name = fp2_2014_ai_secret_outcome
#					value = flag:death
#				}
#
#				scope:fp2_2013_prisoner_with_a_secret = {
#					death = {
#						death_reason = death_torture
#						killer = scope:fp2_2013_secret_owner
#					}
#				}
#			}
#		}
#		else = {					# NO, ACTUALLY THIS IS NOT A BIG DEAL (release outcome)
#			scope:fp2_2013_secret_owner = {
#				hidden_effect = {
#					add_opinion = {
#						target = scope:fp2_2013_prisoner_with_a_secret
#						modifier = betrayed_me_opinion
#						opinion = -25
#					}
#				}
#				add_opinion = {
#					target = root
#					modifier = did_not_tell_my_secret
#					opinion = 25
#				}
#				if = {
#					limit = { 
#						has_dlc_feature = court_artifacts
#						any_character_artifact = {
#							NOT = { has_variable = historical_unique_artifact }
#							artifact_low_rarity_trigger = yes
#							artifact_can_be_gift_to_trigger = { RECIPIENT = root }
#						}
#					}
#					random_character_artifact = {
#						limit = {
#							NOT = { has_variable = historical_unique_artifact }
#							artifact_low_rarity_trigger = yes
#							artifact_can_be_gift_to_trigger = { RECIPIENT = root }
#						}
#						set_owner = root
#					}
#				}
#				else = {
#					progress_towards_friend_effect = {
#						REASON = friend_protected_secrets
#						CHARACTER = root
#						OPINION = 0
#					}
#				}
#			}
#			save_scope_value_as = {
#				name = fp2_2014_ai_secret_outcome
#				value = flag:release
#			}
#		}
#	}
#
#	option = {
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { NOT = { scope:fp2_2014_ai_secret_outcome = flag:release } }
#						desc = south_asia.0039.a
#					}
#					desc = fp2_struggle.2014.b
#				}
#			}
#		}
#	}
#}
#
####################################
## Letter on The Back
## By Hugo Cortell
####################################
## (a post-it saying kick me)
####################################
#scripted_trigger fp2_struggle_2015_vassal_check_trigger = {
#	is_available_ai_adult = yes
#	exists = location # Under no circumstance should it be necessary to need to check this
#	NOT = { has_trait = compassionate }
#}
#
#fp2_struggle.2015 = {
#	type = character_event
#	title = fp2_struggle.2015.t
#	desc = fp2_struggle.2015.desc
#	cooldown = { years = 25 }
#
#	theme = murder_scheme
#	override_background = { reference = council_chamber }
#	left_portrait = {
#		character = root
#		animation = chancellor
#	}
#	right_portrait = {
#		character = scope:fp2_struggle_2015_peasant_to_murder
#		animation = personality_forgiving
#	}
#	lower_right_portrait = scope:fp2_struggle_2015_murder_requester_vassal
#
#	trigger = {
#		is_ai = no # Murder schemes are heavy for performance
#		has_fp2_dlc_trigger = yes
#		root.top_liege = root
#
#		any_powerful_vassal = { 
#			fp2_struggle_2015_vassal_check_trigger = yes 
#			opinion = { # Redundant second time around
#				target = root
#				value < 30
#			}
#		}
#	}
#
#	immediate = {
#		random_vassal = { # From joe
#			limit = { 
#				is_powerful_vassal = yes
#				fp2_struggle_2015_vassal_check_trigger = yes
#				opinion = {
#					target = root
#					value < 30
#				}
#			}
#			save_opinion_value_as = { 
#				name = liege_opinion
#				target = root
#			}
#
#			save_scope_as = fp2_struggle_2015_murder_requester_vassal # Makes sure that one exists, even if [ThreadIndex != UINT32_MAX] causes the loop to skip a beat
#		}
#		while = {
#			limit = {
#				any_powerful_vassal = {
#					fp2_struggle_2015_vassal_check_trigger = yes
#					opinion = {
#						target = root
#						value < scope:liege_opinion
#					}
#				}
#			}
#			random_vassal = {
#				limit = {
#					is_powerful_vassal = yes
#					fp2_struggle_2015_vassal_check_trigger = yes
#					opinion = { 
#						target = root
#						value < scope:liege_opinion
#					}
#				}
#				save_opinion_value_as = {
#					name = liege_opinion
#					target = root
#				}
#				save_scope_as = fp2_struggle_2015_murder_requester_vassal
#			}
#		}
#
#		create_character = {
#			location = scope:fp2_struggle_2015_murder_requester_vassal.location
#			template = generic_peasant_character
#			diplomacy = { 8 13 } # High stat
#			trait = trusting
#			random_traits = yes
#			faith = scope:fp2_struggle_2015_murder_requester_vassal.location.county.faith
#			culture = scope:fp2_struggle_2015_murder_requester_vassal.location.county.culture
#			save_scope_as = fp2_struggle_2015_peasant_to_murder
#		}
#
#		hidden_effect = {
#			scope:fp2_struggle_2015_peasant_to_murder = {
#				reverse_add_opinion = {
#					target = scope:fp2_struggle_2015_murder_requester_vassal
#					modifier = annoyed_opinion
#					opinion = -100
#				}
#			}
#
#			add_courtier = scope:fp2_struggle_2015_peasant_to_murder
#		}
#	}
#
#	option = { # Comply and kill the unsuspecting courtier
#		name = fp2_struggle.2015.a
#
#		trigger = { is_ai = no }
#		duel = {
#			skill = intrigue
#			value = average_skill_rating
#
#			10 = {
#				desc = fp2_struggle.2015.a.a
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = -1.25
#				}
#
#				send_interface_toast = {
#					type = event_intrigue_bad
#					title = murder_outcome.2302.t
#					left_icon = scope:fp2_struggle_2015_peasant_to_murder
#
#					reverse_add_opinion = {
#						target = scope:fp2_struggle_2015_murder_requester_vassal
#						modifier = disappointed_opinion
#						opinion = -15
#					}
#
#					remove_courtier_or_guest = scope:fp2_struggle_2015_peasant_to_murder
#					custom_tooltip = fp2_struggle.2015.a.murder_scheme
#					hidden_effect = {
#						scope:fp2_struggle_2015_murder_requester_vassal = {
#							start_scheme = { 
#								type = murder
#								target_character = scope:fp2_struggle_2015_peasant_to_murder
#							}
#						}
#					}
#				}
#				reverse_add_opinion = {
#					target = scope:fp2_struggle_2015_peasant_to_murder
#					modifier = suspicion_opinion
#					opinion = -20
#				}
#
#			}
#			10 = {
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 1.25
#				}
#
#				modifier = {
#					add = {
#						value = intrigue
#						multiply = 2
#						round = yes
#					}
#					always = yes
#				}
#				modifier = {
#					add = 35
#					has_trait = lifestyle_herbalist
#				}
#				modifier = {
#					add = 5
#					has_trait = drunkard # You know how to disguise drinks
#				}
#				modifier = {
#					add = 15
#					has_perk = swift_execution_perk
#				}
#				modifier = {
#					add = 10 # They add up
#					has_perk = a_job_done_right_perk
#				}
#
#				send_interface_toast = {
#					type = event_intrigue_good
#					title = fp2_struggle.2015.a.b
#					left_icon = scope:fp2_struggle_2015_murder_requester_vassal
#
#					scope:fp2_struggle_2015_peasant_to_murder = { 
#						death = { 
#							killer = ROOT
#							death_reason = death_poison
#						}
#					}
#					reverse_add_opinion = {
#						target = scope:fp2_struggle_2015_murder_requester_vassal
#						modifier = helped_me_in_time_of_need
#						opinion = 40
#					}
#				}
#				add_secret = {
#					type = secret_murder
#					target = scope:fp2_struggle_2015_peasant_to_murder
#				}
#				random_secret = {
#					type = secret_murder
#					limit = {
#						secret_target = scope:fp2_struggle_2015_peasant_to_murder
#					}
#					save_scope_as = fp2_2015_murder_secret
#				}
#
#				if = { # AHA! YOU FOOL! I TRICKED YOU INTO COMMITING A CRIME!
#					limit = {
#						scope:fp2_struggle_2015_murder_requester_vassal = {
#							OR = {
#								has_relation_rival = ROOT
#								has_secret_relation_rival = ROOT # ???
#								has_relation_nemesis = ROOT
#
#								AND = {
#									has_dread_level_towards = { 
#										target = ROOT
#										level <= 1
#									}
#									OR = {
#										AND = {
#											has_trait = deceitful
#											opinion = { 
#												target = root
#												value < -25
#											}
#										}
#										AND = {
#											ai_boldness > 9
#											ai_compassion < 1
#											ai_honor < -29
#											ai_vengefulness > -1
#										}
#									}
#								}
#							}
#						}
#					}
#
#					trigger_event = { # Usually I would use a notification but...
#						id = fp2_struggle.2016 # The narrative impact of a full letter is greater, it makes sure the betrayal stings. This vassal wrote just to rub salt in your eyes.
#						days = { 3 4 }
#					}
#				}
#			}
#		}
#
#		stress_impact = {
#			compassionate = medium_stress_impact_gain
#			gallant = minor_stress_impact_gain
#		}
#	}
#
#	option = { # Ignore the letter
#		name = fp2_struggle.2015.b
#
#		trigger = { is_ai = no }
#		send_interface_toast = {
#			type = event_toast_effect_good
#			title = murder_outcome.4302.t
#			left_icon = scope:fp2_struggle_2015_murder_requester_vassal
#			right_icon = scope:fp2_struggle_2015_peasant_to_murder
#		
#			show_as_tooltip = { add_courtier = scope:fp2_struggle_2015_peasant_to_murder }
#			reverse_add_opinion = {
#				target = scope:fp2_struggle_2015_murder_requester_vassal
#				modifier = broke_promise
#			}
#		}
#
#		custom_tooltip = fp2_struggle.2015.a.murder_scheme
#		hidden_effect = {
#			scope:fp2_struggle_2015_murder_requester_vassal = {
#				start_scheme = { 
#					type = murder
#					target_character = scope:fp2_struggle_2015_peasant_to_murder
#				}
#			}
#		}
#	}
#
#	option = { # Warn the courtier about this (vassal may find out)
#		name = fp2_struggle.2015.c
#
#		random_list = {
#			75 = { 
#				desc = fp2_struggle.2015.c.b
#				
#				send_interface_toast = {
#					type = event_intrigue_good
#					title = fp2_struggle.2015.c.b
#					left_icon = scope:fp2_struggle_2015_peasant_to_murder
#					right_icon = scope:fp2_struggle_2015_murder_requester_vassal
#				
#					scope:fp2_struggle_2015_peasant_to_murder = { silent_disappearance_effect = yes }
#					reverse_add_opinion = {
#						target = scope:fp2_struggle_2015_murder_requester_vassal
#						modifier = helped_me_in_time_of_need
#						opinion = 25 # -15 points for suspicion (where is the body?)
#					}
#				}
#			}
#			25 = {
#				desc = fp2_struggle.2015.c.a
#				send_interface_toast = {
#					type = event_intrigue_bad
#					title = fp2_struggle.2015.c.a
#					left_icon = scope:fp2_struggle_2015_peasant_to_murder
#					right_icon = scope:fp2_struggle_2015_murder_requester_vassal
#				  
#					scope:fp2_struggle_2015_peasant_to_murder = { death = { death_reason = death_mysterious } }
#					reverse_add_opinion = {
#						target = scope:fp2_struggle_2015_murder_requester_vassal
#						modifier = broke_promise
#					}
#
#					stress_impact = {
#						forgiving = minor_stress_impact_gain
#						humble = minor_stress_impact_gain
#						just = minor_stress_impact_gain
#						compassionate = minor_stress_impact_gain
#						trusting = minor_stress_impact_gain
#						gallant = minor_stress_impact_gain
#					}
#				}			  
#			}
#		}
#	}
#}
#
#fp2_struggle.2016 = {
#	type = letter_event
#	sender = scope:fp2_struggle_2015_murder_requester_vassal
#	opening = fp2_struggle.2016.t
#	desc = fp2_struggle.2016.desc
#
#	option = { # Tricked, backstabbed and quite possibly, out-smarted by your cunning vassal/rival
#		name = fp2_struggle.2016.a
#
#		hidden_effect = { scope:fp2_2015_murder_secret = { reveal_to = scope:fp2_struggle_2015_murder_requester_vassal } }
#		scope:fp2_struggle_2015_murder_requester_vassal = {
#			blackmail_target_with_secret_effect = {
#				SECRET = scope:fp2_2015_murder_secret
#				TARGET = ROOT
#			}
#		}
#		progress_towards_rival_effect = {
#			CHARACTER = scope:fp2_struggle_2015_murder_requester_vassal
#			REASON = rival_tricked_murder
#			OPINION = default_rival_opinion
#		}
#		add_opinion = {
#			target = scope:fp2_struggle_2015_murder_requester_vassal
#			modifier = betrayed_me_opinion
#			opinion = -60
#		}
#	}
#}
#
####################################
## RETURN OF THE THIEF KING
## By Hugo Cortell
####################################
## Directors liked the original very much
###########################################
#fp2_struggle.2021 = { # Main event
#	type = character_event
#	title = fp2_struggle.2021.t
#	desc = {
#		desc = fp2_struggle.2021.desc
#		first_valid = {
#			triggered_desc = {
#				trigger = { scope:fp2_2009_event_outcome = flag:cleared_out }
#				desc = fp2_struggle.2021.desc.alt.cutout
#			}
#			triggered_desc = {
#				trigger = { scope:fp2_2009_event_outcome = flag:paid_off }
#				desc = fp2_struggle.2021.desc.alt.paidoff
#			}
#			triggered_desc = {
#				trigger = { scope:fp2_2009_event_outcome = flag:worked_together }
#				desc = fp2_struggle.2021.desc.alt.work
#			}
#			triggered_desc = {
#				trigger = { scope:fp2_2009_event_outcome = flag:lobbed_head }
#				desc = fp2_struggle.2021.desc.alt.behead
#			}
#		}
#		desc = { desc = fp2_struggle.2021.desc.outro }
#	}
#	theme = secret
#	override_background = { 
#		trigger = { scope:fp2_2009_event_outcome = flag:cleared_out }
#		reference = alley_day
#	}
#	override_background = { 
#		trigger = { scope:fp2_2009_event_outcome = flag:paid_off }
#		reference = tavern
#	}
#	override_background = { 
#		trigger = { scope:fp2_2009_event_outcome = flag:worked_together }
#		reference = throne_room
#	}
#	override_background = { 
#		trigger = { scope:fp2_2009_event_outcome = flag:lobbed_head }
#		reference = alley_night
#	}
#	left_portrait = {
#		character = root
#		animation = personality_rational
#	}
#	right_portrait = {
#		character = scope:fp2_2009_garduna_guild_master
#		animation = scheme
#		outfit_tags = {
#			western_stealth_hood
#			sub_saharan_high_nobility
#			mena_war_legwear
#		}
#	}
#
#	trigger = {
#		fp2_character_involved_in_struggle_trigger = yes # To check that the struggle is still going on
#		exists = primary_title
#		scope:fp2_2009_garduna_guild_master = { 
#			is_available_ai_adult = yes
#			OR = { # Is this char still looking for adventure or have they settled down?
#				is_pool_character = yes
#				is_pool_guest = yes
#			}
#		}
#	}
#
#	immediate = {
#		title:c_napoli.title_province = { # Originally, the thieves were going to set up a guild there, but thats not very nice.
#			county = {
#				save_scope_as = fp2_2021_old_napoly
#				holder.top_liege = {
#					save_scope_as = fp2_2021_angry_italian # So instead you just get an opinion debuff for narrative impact.
#				} # If this were not such a strange event, I would actually make it affect the character mechanically. But there is little excuse here.
#			}
#		}
#
#		# Spy Network Logic, once upon a time used to be elegant.
#		if = {
#			limit = { exists = struggle:iberian_struggle }
#			struggle:iberian_struggle = {
#				if = {
#					limit = { # Theoretically, effects which do not meet its conditions (the limit) are skipped over. However, the nightly has proven that wrong.
#						any_involved_ruler = { # As such we take a _much_ more conservative approach of triple checking everything.
#							exists = primary_title
#							has_any_secrets = yes
#							this != root
#						}
#					}
#					random_involved_ruler = {
#						limit = {
#							exists = primary_title
#							has_any_secrets = yes
#							this != root
#						}
#						random_secret = { save_scope_as = fp2_2021_secreto_numero_ichi }
#					}
#
#					if = {
#						limit = {
#							any_involved_ruler = {
#								exists = primary_title
#								has_any_secrets = yes
#								NOT = { 
#									this = root
#									any_secret = { this = scope:fp2_2021_secreto_numero_ichi }
#								}
#							}
#						}
#						random_involved_ruler = {
#							limit = { 
#								exists = primary_title
#								has_any_secrets = yes
#								NOT = { 
#									this = root
#									any_secret = { this = scope:fp2_2021_secreto_numero_ichi }
#								}
#							}
#							random_secret = { save_scope_as = fp2_2021_secreto_numero_ni }
#						}
#					}
#				}
#			}
#		}
#
#		if = {
#			limit = { exists = cp:councillor_spymaster }
#			cp:councillor_spymaster = { save_scope_as = fp2_2021_spymaster }
#		}
#
#		hidden_effect = { # Hides exceptions from players, fix is not necessary
#			scope:fp2_2009_garduna_guild_master = { 
#				save_scope_as = dueltarget # For Loc
#				move_to_pool_at = root.location # Fixes endless loop where the thief gets stretched across half the map
#			}
#		}
#	}
#
#	option = { # Send off to italy
#		name = fp2_struggle.2021.a
#
#		scope:fp2_2009_garduna_guild_master = {
#			pay_short_term_gold = {
#				target = ROOT
#				gold = minor_gold_value
#			}
#		}
#		custom_tooltip = fp2_struggle.2021.a.a
#		scope:fp2_2021_angry_italian = {
#			add_opinion = {
#				target = root
#				modifier = raided_me_opinion
#				opinion = -40
#			}
#		}
#
#		hidden_effect = { # Possible random outcomes
#			random_list = {
#				10 = { # "Retires", buys a house in italy and lives as an old man happily ever after (just like your dog went to a farm when it got old)
#					scope:fp2_2009_garduna_guild_master = { silent_disappearance_effect = yes }
#
#					modifier = {
#						add = 30
#						scope:fp2_2009_event_outcome = flag:lobbed_head
#					}
#					modifier = {
#						add = 20
#						scope:fp2_2009_event_outcome = flag:worked_together
#					}
#				}
#				30 = { # He just sorta roams around italy
#					scope:fp2_2009_garduna_guild_master = { move_to_pool_at = scope:fp2_2021_angry_italian.location }
#
#					modifier = {
#						add = 10
#						scope:fp2_2009_event_outcome = flag:cleared_out
#					}
#				}
#				10 = { # Joins napolitan court
#					scope:fp2_2009_garduna_guild_master = { remove_nickname = yes } # Becomes a functional member of society
#					scope:fp2_2021_angry_italian = {
#						add_courtier = scope:fp2_2009_garduna_guild_master
#
#						add_opinion = {
#							target = scope:fp2_2009_garduna_guild_master
#							modifier = impressed_opinion
#							opinion = 20
#						}
#						reverse_add_opinion = {
#							target = scope:fp2_2009_garduna_guild_master
#							modifier = opinion_welcomed_with_tea
#						}
#					}
#
#					modifier = {
#						add = 20
#						scope:fp2_2009_event_outcome = flag:paid_off
#					}
#				}
#			}
#		}
#	}
#
#	option = { # Recruit into court (cures courtier's depression if they were a member of the thief-king's gang)
#		name = fp2_struggle.2021.b
#
#		pay_short_term_gold = {
#			target = scope:fp2_2009_garduna_guild_master
#			gold = medium_gold_value
#		}
#		every_powerful_vassal = {
#			limit = { NOT = { has_trait = forgiving } }
#			custom = fp2_every_major_vassal_notifier
#			add_opinion = {
#				target = root
#				modifier = suspicion_opinion
#				opinion = -15
#			}
#		}
#		add_courtier = scope:fp2_2009_garduna_guild_master
#		if = {
#			limit = { exists = scope:fp2_2009_garduna_young_thief }
#			remove_trait = depressed_1 # My old boss survived! (though the rest are dead but shhh)
#		}
#
#		hidden_effect = {
#			scope:fp2_2009_garduna_guild_master = {
#				add_opinion = {
#					target = root
#					modifier = hired_me_opinion
#					opinion = 15
#				}
#
#				if = { # There can only be one top dog, one master of the shadows.
#					limit = { scope:fp2_2021_spymaster != scope:fp2_2009_garduna_young_thief }
#					random = {
#						chance = 25
#						set_relation_rival = {
#							target = scope:fp2_2021_spymaster
#							reason = rival_garduna_young_thief
#						}
#					}
#				}
#			}
#		}
#	}
#
#	option = { # Establish a spy network
#		name = fp2_struggle.2021.c
#		flavor = fp2_struggle.2021.c.flavor
#
#		trigger = {
#			OR = {
#				exists = scope:fp2_2021_secreto_numero_ichi
#				exists = scope:fp2_2021_secreto_numero_ni
#			}
#		}
#
#		pay_short_term_gold = {
#			target = scope:fp2_2009_garduna_guild_master
#			gold = major_gold_value
#		}
#
#		custom_tooltip = fp2_struggle.2021.c.a # Perhaps it can mention the spymaster?
#		hidden_effect = { # Note: You might end up learning secrets you already know, this is WAD
#			if = {
#				limit = { 
#					exists = scope:fp2_2021_secreto_numero_ichi
#					exists = scope:fp2_2021_secreto_numero_ni
#				}
#	
#				send_interface_toast = {
#					type = event_intrigue_good
#					title = fp2_struggle.2021.c.spynet.a
#					
#					scope:fp2_2021_secreto_numero_ichi = { reveal_to = root }
#					scope:fp2_2021_secreto_numero_ni = { reveal_to = root }
#				}
#			}
#			else = {
#				if = {
#					limit = { exists = scope:fp2_2021_secreto_numero_ichi }
#					send_interface_toast = {
#						type = event_intrigue_good
#						title = fp2_struggle.2021.c.spynet.a
#						
#						scope:fp2_2021_secreto_numero_ichi = { reveal_to = root }
#					}
#				}
#				else_if = {
#					limit = { exists = scope:fp2_2021_secreto_numero_ni }
#					send_interface_toast = {
#						type = event_intrigue_good
#						title = fp2_struggle.2021.c.spynet.a
#						
#						scope:fp2_2021_secreto_numero_ni = { reveal_to = root }
#					}
#				}
#			}
#		}
#
#		scope:fp2_2009_garduna_guild_master = { silent_disappearance_effect = yes }
#	}
#
#	option = { # Duel option (get title late)
#		name = {
#			text = {
#				first_valid = {
#					triggered_desc = {
#						trigger = { scope:fp2_2009_event_outcome = flag:lobbed_head }
#						desc = fp2_struggle.2021.d.alt
#					}
#					desc = fp2_struggle.2021.d
#				}
#			}
#		}
#		trigger = { NOT = { age < 14 } }
#
#		custom_tooltip = fp2_struggle.2021.d.b
#		show_as_tooltip = {
#			if = {
#				limit = {
#					OR = {
#						has_any_nickname = no
#						has_bad_nickname = yes
#					}
#				}
#				give_nickname = nick_the_Thief_Slayer
#			}
#		}
#		ROOT = { save_scope_as = fp2_2021_root_in_duel }
#		scope:fp2_2009_garduna_guild_master = {
#			set_variable = {
#				name = signature_weapon
#				value = flag:dagger
#			}
#		}
#
#		if = { # Changes the background to match, you cannot use conditional values on scripted effects
#			limit = { scope:fp2_2009_event_outcome = flag:cleared_out }
#			configure_start_single_combat_effect = {
#				SC_INITIATOR = root
#				SC_ATTACKER = root
#				SC_DEFENDER = scope:fp2_2009_garduna_guild_master
#				FATALITY = always
#				FIXED = no
#				LOCALE = alley_day
#				OUTPUT_EVENT = fp2_struggle.2022
#				INVALIDATION_EVENT = fp2_struggle.2022
#			}
#		}
#		else_if = {
#			limit = { scope:fp2_2009_event_outcome = flag:paid_off }
#			configure_start_single_combat_effect = {
#				SC_INITIATOR = root
#				SC_ATTACKER = root
#				SC_DEFENDER = scope:fp2_2009_garduna_guild_master
#				FATALITY = always
#				FIXED = no
#				LOCALE = tavern
#				OUTPUT_EVENT = fp2_struggle.2022
#				INVALIDATION_EVENT = fp2_struggle.2022
#			}
#		}
#		else_if = {
#			limit = { scope:fp2_2009_event_outcome = flag:worked_together }
#			configure_start_single_combat_effect = {
#				SC_INITIATOR = root
#				SC_ATTACKER = root
#				SC_DEFENDER = scope:fp2_2009_garduna_guild_master
#				FATALITY = always
#				FIXED = no
#				LOCALE = throne_room
#				OUTPUT_EVENT = fp2_struggle.2022
#				INVALIDATION_EVENT = fp2_struggle.2022
#			}
#		}
#		else_if = {
#			limit = { scope:fp2_2009_event_outcome = flag:lobbed_head }
#			configure_start_single_combat_effect = {
#				SC_INITIATOR = root
#				SC_ATTACKER = root
#				SC_DEFENDER = scope:fp2_2009_garduna_guild_master
#				FATALITY = always
#				FIXED = no
#				LOCALE = alley_night
#				OUTPUT_EVENT = fp2_struggle.2022
#				INVALIDATION_EVENT = fp2_struggle.2022
#			}
#		}
#	}
#
#	after = { remove_global_variable = fp2_struggle_2009_thief_king_char }
#}
#
#fp2_struggle.2022 = { # You become the KING OF THIEVES again, well, late is better than never...
#	hidden = yes
#	immediate = {
#		if = {
#			limit = {
#				exists = scope:fp2_2022_reuse_gate
#				root = scope:fp2_2021_root_in_duel 
#			}
#			send_interface_toast = {
#				type = event_toast_effect_good
#				title = fp2_struggle.2021.d.a
#				right_icon = ROOT
#				if = {
#					limit = {
#						OR = {
#							has_any_nickname = no
#							has_bad_nickname = yes
#						}
#					}
#					give_nickname = nick_the_Thief_Slayer
#				}
#				add_prestige = medium_prestige_gain # Penalty for finishing the job late
#				add_gold = minor_gold_value
#			}
#		}
#		else = {
#			save_scope_as = fp2_2022_reuse_gate
#			trigger_event = { 
#				id = fp2_struggle.2022
#				days = 1
#			} 
#		}
#	}
#}
#
####################################
## The Price of War
## by Veronica Pazos
####################################
## You pawn your crown to get some gold to help in your war
###############################################################
#fp2_struggle.3001 = {
#	type = character_event
#	title = fp2_struggle.3001.t
#	desc = {
#		desc = fp2_struggle.3001.desc
#		first_valid = {
#			triggered_desc = { 
#				trigger = {
#					is_at_war = yes
#				}
#				desc = fp2_struggle.3001.desc_war_intro
#			}
#			triggered_desc = {
#				trigger = {
#					is_at_war = no
#				}
#				desc = fp2_struggle.3001.desc_no_war_intro
#			}
#		}
#		desc = fp2_struggle.3001.desc_outro
#	}
#
#	theme = crown
#	cooldown = { years = 5 } #in case you don't sell your crown you'll have to wait to get the chance again
#	override_background = { reference = council_chamber }
#	left_portrait = {
#		character = root
#		animation = worry
#	}
#	right_portrait = {
#		character = cp:councillor_steward
#		animation = personality_rational
#	}
#	
#	trigger = {
#		has_fp2_dlc_trigger = yes #dlc check
#		is_available_even_at_war_adult = yes
#		primary_title.tier >= tier_kingdom #so we make sure you have an actual crown
#		OR = { #someone has to suggest this
#			exists = cp:councillor_steward
#			any_courtier = {
#				stewardship >= medium_skill_rating
#			}
#		}
#		gold < minor_gold_value #you don't have much gold
#		NOT = { has_character_flag = sold_crown_charmod } #you haven't sold your crown before
#		struggle:iberian_struggle = {
#			NOT = { is_struggle_phase = struggle_iberia_phase_compromise } #you're not in the compromise phase
#		}
#	}
#
#	weight_multiplier  = { #more likely to trigger the poorer you are
#		modifier = {
#			add = 0.25
#			gold <= 25
#		}
#		modifier = {
#			add = 0.25
#			gold <= 20
#		}
#		modifier = {
#			add = 0.5
#			gold <= 15
#		}
#		modifier = {
#			add = 0.5
#			gold <= 10
#		}
#	}
#	
#	immediate = {
#		play_music_cue = "mx_cue_touching_moment" 
#		if = {
#			limit = {
#				exists = cp:councillor_steward
#			}
#			cp:councillor_steward = { save_scope_as = struggle_3001_steward }
#		}
#		else = {
#			random_courtier = {
#				limit = {
#					stewardship >= medium_skill_rating
#				}
#				save_scope_as = struggle_3001_steward
#			}
#		}
#		if = {
#			limit = {
#				has_any_artifact = yes
#				any_character_artifact = { artifact_type = helmet } #we check if you have a crown artifact
#			}
#			random_character_artifact = {
#				limit = { artifact_type = helmet }
#				save_scope_as = struggle_3001_crown_artifact
#			}
#		}
#		if = { 
#			limit = {
#				is_married = yes
#			}
#			primary_spouse = {
#				save_scope_as = struggle_3001_spouse
#			}
#		}
#	}
#
#	option = { #sell your own crown
#		name = fp2_struggle.3001.a
#		flavor = fp2_struggle.3001.a_flavour
#		add_character_flag = sold_crown_charmod #you lose your crown
#		give_nickname = nick_the_crownless #now everyone knows
#		add_gold = medium_gold_max_value
#		add_prestige = major_prestige_loss
#		stress_impact = {
#			arrogant = medium_stress_impact_gain
#			humble = minor_stress_loss
#		}
#		
#		ai_chance = {
#			base = 5
#			modifier = {
#				add = 5
#				gold <= 15
#			}
#			ai_value_modifier = {
#				ai_greed = 0.15
#				ai_rationality = 0.2
#			}
#		}
#	}
#	
#	option = { #sell artifact crown instead
#		name = fp2_struggle.3001.b
#		trigger = { #triggers if you actually have one
#			any_character_artifact = {
#				artifact_slot_type = helmet
#			}
#		}
#		add_gold = medium_gold_value
#		add_prestige = minor_prestige_loss
#		destroy_artifact = scope:struggle_3001_crown_artifact
#		stress_impact = {
#			greedy = minor_stress_impact_gain
#		}
#		
#		ai_chance = {
#			base = 5
#			modifier = {
#				add = 5
#				gold <= 15
#			}
#			ai_value_modifier = {
#				ai_greed = -0.3
#				ai_rationality = 0.2
#			}
#		}
#	}
#	
#	option = { #but my spouse also has a crown...
#		name = fp2_struggle.3001.c
#		flavor = fp2_struggle.3001.c_flavour
#		trigger = {
#			is_married = yes #you have a spouse
#			scope:struggle_3001_spouse = {
#				NOT = { has_character_flag = sold_crown_charmod } #and you didn't sell their crown
#			}
#		}
#		add_gold = medium_gold_value
#		add_prestige = minor_prestige_loss
#		if = {
#			limit = {
#				scope:struggle_3001_spouse = {
#					has_trait = humble
#				}
#			}
#			scope:struggle_3001_spouse = {
#				add_opinion = {
#					target = ROOT
#					opinion = -25 #they are displeased
#					modifier = struggle_3001_spouse_crown_modifier
#				}
#				add_character_flag = sold_crown_charmod #your spouse loses their crown
#			}
#		}
#		else = {
#			scope:struggle_3001_spouse = {
#				add_opinion = {
#					target = ROOT
#					opinion = -75 #they REALLY hate you
#					modifier = struggle_3001_spouse_crown_modifier
#				}
#				add_character_flag = sold_crown_charmod #your spouse loses their crown
#			}
#		}
#		stress_impact = {
#			generous = medium_stress_impact_gain
#			compassionate = medium_stress_impact_gain
#		}
#		
#		ai_chance = {
#			base = 10
#			modifier = {
#				add = 5
#				gold <= 15
#			}
#			ai_value_modifier = {
#				ai_greed = 0.5
#			}
#		}
#	}
#	
#	option = { #I'll be dead before losing my crown
#		name = fp2_struggle.3001.d
#		stress_impact = {
#			base = medium_stress_gain #you really need money
#		}
#		
#		ai_chance = {
#			base = 5
#		}
#	}
#}
#
####################################
## Order of the Hatchet
## By Veronica Pazos
####################################
## Order of the Hachet - Woman are defending your city
########################################################
#fp2_struggle.3011 = {
#	type = character_event
#	title = fp2_struggle.3011.t
#	desc = {
#		first_valid = {
#			triggered_desc = { 
#				trigger = {
#					faith = { has_doctrine = doctrine_gender_female_dominated }
#				}
#				desc = fp2_struggle.3011.desc_men #reverse genre event
#			}
#			desc = fp2_struggle.3011.desc
#		}
#		desc = fp2_struggle.3011.desc_outro
#	}
#
#	theme = realm
#	cooldown = { years = 20 }
#	left_portrait = {
#		character = root
#		animation = personality_rational
#	}
#	right_portrait = {
#		character = cp:councillor_marshal
#		animation = marshal
#	}
#	lower_right_portrait = scope:bishop
#	
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		fp2_character_any_involvement_iberian_struggle_trigger = yes #there's an ongoing struggle (includes dlc check)
#		is_available_even_at_war_adult = yes
#		is_landed_or_landless_administrative = yes
#		any_character_war = {
#			war_days >= 30 #a battle has likely happened
#		}
#		exists = cp:councillor_marshal #someone tells you about the incident
#		exists = cp:councillor_court_chaplain
#		faith = {
#			NOT = { has_doctrine = doctrine_gender_equal } #checks that this is unusual
#		}
#		OR = { #checks again that this makes sense, Ola Jentzsch's note 
#			has_game_rule = default_gender_equality
#			has_game_rule = inversed_gender_equality
#		}
#		struggle:iberian_struggle = { #there's a struggle going on
#			OR = {
#				is_struggle_phase = struggle_iberia_phase_hostility
#				is_struggle_phase = struggle_iberia_phase_opportunity
#			}
#		}
#		any_sub_realm_barony = { 
#			exists = holder
#			title_province = { has_holding_type = city_holding }
#		}
#	}
#
#	weight_multiplier  = {
#		base = 1
#	}
#	
#	immediate = {
#		cp:councillor_marshal = { save_scope_as = struggle_3011_marshal }
#		cp:councillor_court_chaplain = { save_scope_as = bishop }
#		random_sub_realm_barony = { 
#			limit = {
#				exists = holder
#				title_province = { has_holding_type = city_holding }
#			}
#			county = { save_scope_as = struggle_3011_county_town }
#		}
#	}
#
#	option = { #that's dope
#		name = fp2_struggle.3011.a
#		scope:struggle_3011_county_town = {
#			add_county_modifier = {
#				modifier = fp2_order_of_the_hachet_modifier
#				years = 5
#			}
#		}
#		scope:bishop = {
#			add_opinion = {
#				target = ROOT
#				opinion = -25
#				modifier = angry_opinion
#			}
#		}
#		every_vassal = {
#			custom = custom.every_zealous_callous_or_sadistic_vassal
#			limit = {
#				OR = {
#					has_trait = zealous
#					has_trait = callous
#				}
#			}
#			add_opinion = {
#				target = ROOT
#				opinion = -10
#				modifier = annoyed_opinion
#			}
#		}
#		stress_impact = {
#			zealous = medium_stress_impact_gain
#		}
#		
#		ai_chance = {
#        	base = 10
#        	ai_value_modifier = {
#           		ai_zeal = -1 #zealous AI will never pick this
#				ai_compassion = 0.2
#				ai_honor = 0.2
#        	}
#   		}
#	}
#	
#	option = { #ridiculous
#		name = {
#			trigger = {
#				faith = { has_doctrine = doctrine_gender_male_dominated }
#			}
#			text = fp2_struggle.3011.b
#		}
#		name = {
#			trigger = {
#				faith = { has_doctrine = doctrine_gender_female_dominated } 
#			}
#			text = fp2_struggle.3011.b_men
#		}
#		scope:bishop = {
#			add_opinion = {
#				target = ROOT
#				opinion = 10
#				modifier = grateful_opinion
#			}
#		}
#		if = {
#			limit = {
#				faith = { has_doctrine = doctrine_gender_male_dominated }
#			}
#			every_courtier = {
#				custom = custom.every_female_courtier
#				limit = {
#					is_female = yes
#				}
#				add_opinion = {
#					target = ROOT
#					opinion = -10
#					modifier = insult_opinion
#				}
#			}
#		}
#		else_if = {
#			limit = {
#				faith = { has_doctrine = doctrine_gender_female_dominated }
#			}
#			every_courtier = {
#				custom = custom.every_male_courtier
#				limit = {
#					is_male = yes
#				}
#				add_opinion = {
#					target = ROOT
#					opinion = -10
#					modifier = insult_opinion
#				}
#			}
#		}
#		stress_impact = {
#			cynical = medium_stress_impact_gain
#		}
#		
#		ai_chance = {
#        	base = 10
#        	ai_value_modifier = {
#           		ai_zeal = 0.2
#           		ai_rationality = -0.2
#        	}
#   		}
#	}
#	
#	option = { #witches!
#		name = fp2_struggle.3011.c
#		trigger = {
#			has_trait = zealous
#		}
#		add_dread = medium_dread_gain
#		add_character_modifier = {
#			modifier = fp2_punished_order_of_the_hachet_modifier
#			years = 5
#		}
#		
#		ai_chance = { #zealous AI will pick this option 
#        	base = 1
#        	ai_value_modifier = {
#           		ai_zeal = 0.8
#           		ai_energy = -0.7
#            	ai_vengefulness = 0.5
#        	}
#   		}
#	}
#	
#	option = { #I shall save these damsels in distress!
#		name = fp2_struggle.3011.d 
#		trigger = {
#			faith = { has_doctrine = doctrine_gender_male_dominated }
#			OR = {
#				has_trait = gallant
#				has_trait = arrogant
#				culture = {
#					has_cultural_tradition = tradition_chanson_de_geste
#				}
#			}
#		}
#		random_list = { #how does that go
#			75 = {
#				add_stress = medium_stress_gain
#			}
#			25 = {
#				add_stress = medium_stress_impact_loss
#			}
#		}
#		
#		ai_chance = {
#        	base = 10
#   		}
#	}
#}
#
####################################
## The Wrath of Heaven
## By Veronica Pazos
####################################
## "Lightning stones" in a siege
####################################
#fp2_struggle.3021 = {
#	type = character_event
#	title = fp2_struggle.3021.t
#	desc = fp2_struggle.3021.desc
#
#	theme = martial
#	left_portrait = {
#		character = root
#		animation = personality_cynical
#	}
#	right_portrait = {
#		character = scope:struggle_3021_knight
#		animation = shock
#	}
#	lower_right_portrait = scope:struggle_3021_courtier
#	
#	trigger = {
#		has_fp2_dlc_trigger = yes
#		fp2_character_any_involvement_iberian_struggle_trigger = yes
#		is_available_even_at_war_adult = yes
#		NOT = { has_character_flag = had_event_struggle_3021 } #so you don't research the same thing again
#		struggle:iberian_struggle = { #there's some kind of hostility going on
#			is_struggle_phase = struggle_iberia_phase_hostility
#
#		}
#		any_knight = { #someone sees this
#			is_available_healthy_ai_adult = yes
#		}
#		any_courtier = { #someone will research this
#			is_available_healthy_ai_adult = yes
#			count > 0
#		}
#		any_directly_owned_province = { #we have a castle to use it on
#			has_holding_type = castle_holding
#			NOT = { has_province_modifier = fp2_lightning_stones_modifier }
#		}
#	}
#
#	weight_multiplier  = {
#		base = 1
#		modifier = {
#			add = 1
#			is_at_war = yes
#		}
#	}
#	
#	immediate = {
#		add_character_flag = had_event_struggle_3021
#		random_knight = {
#			limit = {
#				is_available_healthy_ai_adult = yes
#			}
#			save_scope_as = struggle_3021_knight
#		}
#		every_courtier = { #get your courtiers
#			limit = {
#				is_available_ai_adult = yes
#				this != root.primary_spouse #you shouldn't lose your spouse or heir because of this
#				this != root.player_heir
#			}
#			add_to_list = struggle_3021_courtier_list
#		}
#		ordered_in_list = { #sort through to pick the one with highest learning
#			list = struggle_3021_courtier_list
#			order_by = learning
#			max = 1
#			save_scope_as = struggle_3021_courtier
#		}
#		random_directly_owned_province = { #this is where we can try it
#			limit = {
#				has_holding_type = castle_holding
#			}
#			save_scope_as = lightning_stones_province
#		}
#	}
#	
#	option = { #we need to research this stuff
#		name = fp2_struggle.3021.a 
#		
#		scope:struggle_3021_courtier = { #This is who is doing the research
#			duel = {
#				skill = learning #The skill needed for research
#				value = average_skill_rating #Found in 00_basic_values.txt - An 8 in this case
#				12 = { #Success - We keep the weight values fairly close to our skill values so they can be affected. 20 is a good max.
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = 2 #This multiplies the *difference* between the skill and the target. Meaning folks with good skills will be much more likely to get it.
#						min = -5 #This prevents truly terrible people from completely losing the chance to succeed.
#					}
#					desc = good_struggle_3021_courtier_desc
#					root = {
#						send_interface_toast = {
#							title = good_stone_research_title
#							left_icon = scope:struggle_3021_courtier
#							scope:lightning_stones_province = {
#								add_province_modifier = {
#									modifier = fp2_lightning_stones_modifier
#								}
#							}
#						}
#					}
#				}
#				14 = { #Failure!
#					compare_modifier = {
#						value = scope:duel_value
#						multiplier = -2 #This multiplies and inverts the *difference* between the skill and the target. Meaning folks with bad skills will be much more likely to get this.
#					}
#					desc = bad_struggle_3021_courtier_desc
#					root = {
#						send_interface_toast = { #send a toast
#							title = bad_stone_research_title
#							desc = bad_struggle_3021_courtier_desc
#							left_icon = scope:struggle_3021_courtier
#							scope:struggle_3021_courtier = {
#								death = { death_reason = death_accident }
#							}
#						}
#					}
#				}
#			}	
#		}
#		
#		stress_impact = {
#			zealous = medium_stress_impact_gain
#		}
#	}
#	
#	option = { #this is not the greatest idea
#		name = fp2_struggle.3021.b
#		reverse_add_opinion = {
#			target = scope:struggle_3021_courtier
#			modifier = insulted_opinion
#			opinion = -15
#		}
#		stress_impact = {
#			base = minor_stress_impact_loss
#			zealous = medium_stress_impact_gain
#			craven = minor_stress_impact_loss
#			brave = medium_stress_impact_gain
#		}
#	}
#	
#	option = { #we can maybe use this in a feast
#		name = fp2_struggle.3021.c
#		trigger = {
#			OR = {
#				has_trait = vengeful
#				has_trait = deceitful
#				has_trait = arbitrary
#				has_trait = callous
#				intrigue >= high_skill_rating
#				has_lifestyle = intrigue_lifestyle
#			}
#		}
#		
#		duel = {
#			skill = learning
#			target = scope:struggle_3021_courtier
#			30 = { #it works
#				compare_modifier = {
#					value = scope:duel_value
#					multiplier = 0.5
#				}
#				desc = good_struggle_3021_courtier_desc
#				root = {
#					send_interface_toast = {
#						title = good_stone_research_title
#						left_icon = scope:struggle_3021_courtier
#						
#						add_character_modifier = {
#							modifier = fp2_lightning_stones_poison_modifier
#							years = 5
#						}
#					}
#				}
#			}
#			70 = { #it doesnt work
#				compare_modifier = {
#					value = scope:duel_value
#				}
#				desc = bad_struggle_3021_courtier_desc
#				root = {
#					send_interface_toast = { #send a toast
#						title = bad_stone_research_title
#						desc = bad_struggle_3021_courtier_desc
#						left_icon = scope:struggle_3021_courtier
#						
#						scope:struggle_3021_courtier = {
#							death = { death_reason = death_accident }
#						}
#					}
#				}
#			}
#		}
#		
#		stress_impact = {
#			forgiving = medium_stress_impact_gain
#			honest = medium_stress_impact_gain
#			compassionate = medium_stress_impact_gain
#			zealous = medium_stress_impact_gain
#		}
#		ai_chance = {
#			base = 10
#			ai_value_modifier = {
#				ai_boldness = 0.2
#				ai_vengefulness = 1
#			}
#		}
#	}
#	
#	option = { #god's punihsment!
#		name = fp2_struggle.3021.d
#		trigger = {
#			OR = {
#				has_trait = zealous
#				stress >= high_medium_stress
#			}
#		}
#		add_piety = minor_piety_gain
#		stress_impact = {
#			zealous = minor_stress_loss
#		}
#	}
#	
#	option = { #lightning stones for the lightning stone god
#		name = fp2_struggle.3021.e
#		trigger = {
#			religion = { is_in_family = rf_pagan }
#		}
#		add_piety = medium_piety_gain
#	}
#}
#