﻿namespace = bp3_journey

### Setup Events 
# Arrival Event
bp3_journey.0005 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.0005.t
	desc = bp3_journey.0005.desc
	theme = journey_activity
	
	left_portrait = {
		character = scope:scribe_1
		animation = writing
	}
	
	center_portrait = {
		character = scope:host
		animation = survey_staff
	}
	
	right_portrait = {
		character = scope:scribe_2
		animation = happy_teacher
	}

	trigger = {
		this = scope:host
	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				scope:activity = {
					any_attending_character = {
						has_character_flag = generated_scribe
					}
				}
			}
			scope:activity = {
				random_attending_character = {
					limit = {
						has_character_flag = generated_scribe
					}
					save_scope_as = scribe_1
				}
				random_attending_character = {
					limit = {
						has_character_flag = generated_scribe
						this != scope:scribe_1
					}
					save_scope_as = scribe_2
				}
			}
		}
	}

	option = { 
		name = bp3_journey.0005.a # Diplomacy
		skill = diplomacy
		trigger = {
			scope:activity.activity_location = {
				journey_diplomacy_skill_monument_trigger = yes
			}
		}
		
		custom_tooltip = diplomacy_skill_focus_tt
		scope:activity = {
			set_variable = {
				name = diplomacy_skill_focus
				value = yes
			}
		}
	}

	option = { 
		name = bp3_journey.0005.b # Martial
		skill = martial
		trigger = {
			scope:activity.activity_location = {
				journey_martial_skill_monument_trigger = yes
			}
		}
		
		custom_tooltip = martial_skill_focus_tt
		scope:activity = {
			set_variable = {
				name = martial_skill_focus
				value = yes
			}
		}
	}

	option = { 
		name = bp3_journey.0005.c # Learning
		skill = learning
		trigger = {
			scope:activity.activity_location = {
				journey_learning_skill_monument_trigger = yes
			}
		}
		
		custom_tooltip = learning_skill_focus_tt
		scope:activity = {
			set_variable = {
				name = learning_skill_focus
				value = yes
			}
		}
	}

	option = { 
		name = bp3_journey.0005.d # Stewardship
		skill = stewardship
		trigger = {
			scope:activity.activity_location = {
				journey_stewardship_skill_monument_trigger = yes
			}
		}
		
		custom_tooltip = stewardship_skill_focus_tt
		scope:activity = {
			set_variable = {
				name = stewardship_skill_focus
				value = yes
			}
		}
	}

	option = { 
		name = bp3_journey.0005.e # Intrigue
		skill = intrigue
		trigger = {
			scope:activity.activity_location = {
				journey_intrigue_skill_monument_trigger = yes
			}
		}
		
		custom_tooltip = intrigue_skill_focus_tt
		scope:activity = {
			set_variable = {
				name = intrigue_skill_focus
				value = yes
			}
		}
	}
}

# Ending Event
bp3_journey.0010 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.0010.t
	desc = bp3_journey.0010.desc
	theme = journey_activity
	
	left_portrait = {
		character = scope:scribe_1
		animation = reading
	}
	
	center_portrait = {
		character = scope:host
		animation = throne_room_writer
	}
	
	right_portrait = {
		character = scope:scribe_2
		animation = page_flipping
	}

	trigger = {
		this = scope:host
	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				scope:activity = {
					any_attending_character = {
						has_character_flag = generated_scribe
					}
				}
			}
			scope:activity = {
				random_attending_character = {
					limit = {
						has_character_flag = generated_scribe
					}
					save_scope_as = scribe_1
				}
				random_attending_character = {
					limit = {
						has_character_flag = generated_scribe
						this != scope:scribe_1
					}
					save_scope_as = scribe_2
				}
			}
		}
		random = {
			chance = scope:activity.var:skill_chance
			save_scope_as = extra_skill_gained
		}
	}

	option = {
		name = bp3_journey.0010.a
		scope:activity = {
			add_activity_log_entry = {
				key = journey_skill_gain_final_log
				score = 1000
				character = root
				tags = { positive }
				show_in_conclusion = yes
				root = {
					if = {
						limit = {
							scope:activity = {
								has_variable = diplomacy_skill_focus
							}
							NOT = { exists = scope:extra_skill_gained }
						}
						add_diplomacy_skill = 1
					}
					else_if = {
						limit = {
							scope:activity = {
								has_variable = learning_skill_focus
							}
							NOT = { exists = scope:extra_skill_gained }
						}
						add_learning_skill = 1
					}
					else_if = {
						limit = {
							scope:activity = {
								has_variable = martial_skill_focus
							}
							NOT = { exists = scope:extra_skill_gained }
						}
						add_martial_skill = 1
					}
					else_if = {
						limit = {
							scope:activity = {
								has_variable = stewardship_skill_focus
							}
							NOT = { exists = scope:extra_skill_gained }
						}
						add_stewardship_skill = 1
					}
					else_if = {
						limit = {
							scope:activity = {
								has_variable = intrigue_skill_focus
							}
							NOT = { exists = scope:extra_skill_gained }
						}
						add_intrigue_skill = 1
					}
					
					# Knowledge Hoarding outcome
					if = {
						limit = {
							exists = scope:extra_skill_gained
						}
						custom_tooltip = extra_skill_gained_tt
						if = {
							limit = {
								scope:activity = { has_variable = intrigue_skill_focus }
							}
							add_intrigue_skill = 2
						}
						else_if = {
							limit = {
								scope:activity = { has_variable = martial_skill_focus }
							}
							add_martial_skill = 2
						}
						else_if = {
							limit = {
								scope:activity = { has_variable = learning_skill_focus }
							}
							add_learning_skill = 2
						}
						else_if = {
							limit = {
								scope:activity = { has_variable = stewardship_skill_focus }
							}
							add_stewardship_skill = 2
						}
						else_if = {
							limit = {
								scope:activity = { has_variable = diplomacy_skill_focus }
							}
							add_diplomacy_skill = 2
						}
					}
					else = {
						custom_tooltip = no_extra_skill_gained_tt
					}
				}
			}
		}
	}
}

# Mid-point Visit Event
bp3_journey.0015 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.0015.t
	desc = bp3_journey.0015.desc
	theme = journey_activity
	
	override_background = {
		trigger = {
			scope:location = {
				has_building_with_flag = travel_point_of_interest_economic
				NOR = {
					has_building = doges_palace_01
					has_building = iron_pillar_of_dhar_01
					has_building = petra_01
					has_building = fairy_chimneys
				}
			}
		}
		reference = fp3_cave
	}
	
	left_portrait = {
		character = scope:potential_friend
		animation = admiration
	}
	
	center_portrait = {
		character = scope:host
		
		triggered_animation = {
			trigger = { has_activity_intent = journey_knowledge_hoarding_intent }
			animation = happy_teacher
		}
		
		triggered_animation = {
			trigger = { has_activity_intent = journey_curiosity_intent }
			animation = ecstasy
		}
		
		animation = hero_flex
	}
	
	right_portrait = {
		character = scope:potential_lover
		animation = love
	}

	trigger = {
		this = scope:host
	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				scope:activity = {
					any_attending_character = {
						has_character_flag = generated_scribe
					}
				}
			}
			scope:activity = {
				random_attending_character = {
					limit = {
						has_character_flag = generated_scribe
					}
					save_scope_as = scribe_1
				}
				random_attending_character = {
					limit = {
						has_character_flag = generated_scribe
						this != scope:scribe_1
					}
					save_scope_as = scribe_2
				}
			}
		}
		if = {
			limit = {
				scope:activity = {
					any_attending_character = {
						is_incapable = no
						has_relation_potential_friend = root
						can_set_relation_friend_trigger = { CHARACTER = root }
					}
				}
			}
			scope:activity = {
				random_attending_character = {
					limit = {
						is_incapable = no
						has_relation_potential_friend = root
						can_set_relation_friend_trigger = { CHARACTER = root }
					}
					save_scope_as = potential_friend
				}
			}
		}
		else_if = {
			limit = {
				scope:activity.activity_location.county.holder ?= {
					is_available_ai_adult = yes
					has_relation_potential_friend = root
					can_set_relation_friend_trigger = { CHARACTER = root }
					NOR = {
						this = root
						has_relation_friend = root
						has_relation_rival = root
					}
				}
			}
			scope:activity.activity_location.county.holder ?= { save_scope_as = potential_friend }
		}
		if = {
			limit = {
				scope:activity = {
					any_attending_character = {
						is_incapable = no
						has_relation_potential_lover = root
						can_set_relation_lover_trigger = { CHARACTER = root }
						this != root
						trigger_if = {
							limit = {
								exists = scope:potential_friend
							}
							this != scope:potential_friend
						}
					}
				}
			}
			scope:activity = {
				random_attending_character = {
					limit = {
						is_incapable = no
						has_relation_potential_lover = root
						can_set_relation_lover_trigger = { CHARACTER = root }
						this != root
						trigger_if = {
							limit = {
								exists = scope:potential_friend
							}
							this != scope:potential_friend
						}
					}
					save_scope_as = potential_lover
				}
			}
		}
		else_if = {
			limit = {
				scope:activity.activity_location.county.holder ?= {
					is_available_ai_adult = yes
					has_relation_potential_lover = root
					can_set_relation_lover_trigger = { CHARACTER = root }
					NOR = {
						this = root
						has_relation_rival = root
					}
					trigger_if = {
						limit = {
							exists = scope:potential_friend
						}
						this != scope:potential_friend
					}
				}
			}
			scope:activity.activity_location.county.holder ?= { save_scope_as = potential_friend }
		}
		else_if = {
			limit = {
				scope:activity = {
					any_attending_character = {
						is_consort_of = root
						NOT = { has_relation_rival = root }
						can_set_relation_lover_trigger = { CHARACTER = root }
						this != root
						trigger_if = {
							limit = {
								exists = scope:potential_friend
							}
							this != scope:potential_friend
						}
					}
				}
			}
			scope:activity = {
				random_attending_character = {
					limit = {
						is_consort_of = root
						NOT = { has_relation_rival = root }
						can_set_relation_lover_trigger = { CHARACTER = root }
						this != root
						trigger_if = {
							limit = {
								exists = scope:potential_friend
							}
							this != scope:potential_friend
						}
					}
					save_scope_as = potential_lover
				}
			}
		}
		create_character_memory = {
			type = visited_monument
		}
		scope:new_memory = {
			set_variable = {
				name = special_building
				value = scope:activity.activity_location
			}
			if = {
				limit = { has_variable = special_building }
			}
		}
	}

	option = { 
		name = bp3_journey.0015.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		add_prestige = miniscule_prestige_gain
		journey_knowledge_hoarding_skill_effect = { VALUE = 5 }

		ai_chance = {
			base = 100
		}
	}

	option = { 
		name = bp3_journey.0015.journey_curiosity_intent
		trigger = {
			has_activity_intent = journey_curiosity_intent
		}
		add_prestige = miniscule_prestige_gain
		if = {
			limit = {
				culture != root.location.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = root.location.culture
					value = 2
					desc = cultural_acceptance_gain_event
				}
			}
		}
		else_if = {
			limit = {
				exists = capital_county
			}
			capital_county ?= {
				change_development_progress_with_overflow = 10
			}
		}
		ai_chance = {
			base = 100
		}
	}

	option = { 
		name = bp3_journey.0015.spread_legend_intent
		trigger = {
			has_activity_intent = spread_legend_intent
		}
		add_prestige = miniscule_prestige_gain
		add_character_modifier = {
			modifier = journey_apa_legend_modifier
			years = 15
		}

		ai_chance = {
			base = 100
		}
	}

	option = { 
		name = bp3_journey.0015.friend
		trigger = {
			exists = scope:potential_friend
		}
		
		set_relation_friend = {
			target = scope:potential_friend
			reason = friend_bonded_by_monument
			province = root.location
		}

		ai_chance = {
			base = 100
		}
	}

	option = { 
		name = bp3_journey.0015.lover
		trigger = {
			exists = scope:potential_lover
		}
		
		set_relation_lover = {
			target = scope:potential_lover
			reason = lover_kissed_by_monument
			province = root.location
		}

		ai_chance = {
			base = 100
		}
	}

	option = { 
		name = bp3_journey.0015.prestige
		
		add_prestige = minor_prestige_gain
		

		ai_chance = {
			base = 1
		}
	}
}

# Miniature Monument
bp3_journey.1000 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.1000.t
	desc = bp3_journey.1000.desc
	theme = journey_activity
	override_background = { reference = market }
	
	left_portrait = {
		character = scope:host
		animation = betting
	}
	
	right_portrait = {
		character = scope:local_character
		animation = chifonie_idle
	}
	
	artifact = {
        target = scope:new_trinket
        position = lower_center_portrait
    }
	
	cooldown = { years = 9 }

	trigger = {

	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = antiquarian_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					antiquarian_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = antiquarian_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					antiquarian_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
		}
		else = {
			create_character = {
				template = antiquarian_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
		}
		
		scope:local_character = {
			hidden_effect_new_object = {
				if = {
					limit = {
						scope:activity = { has_variable = diplomacy_skill_focus }
					}
					create_artifact = {
						name = miniature_monument
						description = miniature_monument.desc
						type = miscellaneous
						visuals = miniature_monument
						modifier = artifact_diplomacy_1_modifier
						save_scope_as = new_trinket
						wealth = 70
						quality = 70
						max_durability = 100
						creator = scope:local_character
					}
				}
				else_if = {
					limit = {
						scope:activity = { has_variable = martial_skill_focus }
					}
					create_artifact = {
						name = miniature_monument
						description = miniature_monument.desc
						type = miscellaneous
						visuals = miniature_monument
						modifier = artifact_martial_1_modifier
						save_scope_as = new_trinket
						wealth = 70
						quality = 70
						max_durability = 100
						creator = scope:local_character
					}
				}
				else_if = {
					limit = {
						scope:activity = { has_variable = learning_skill_focus }
					}
					create_artifact = {
						name = miniature_monument
						description = miniature_monument.desc
						type = miscellaneous
						visuals = miniature_monument
						modifier = artifact_learning_1_modifier
						save_scope_as = new_trinket
						wealth = 70
						quality = 70
						max_durability = 100
						creator = scope:local_character
					}
				}
				else_if = {
					limit = {
						scope:activity = { has_variable = stewardship_skill_focus }
					}
					create_artifact = {
						name = miniature_monument
						description = miniature_monument.desc
						type = miscellaneous
						visuals = miniature_monument
						modifier = artifact_stewardship_1_modifier
						save_scope_as = new_trinket
						wealth = 70
						quality = 70
						max_durability = 100
						creator = scope:local_character
					}
				}
				else = {
					create_artifact = {
						name = miniature_monument
						description = miniature_monument.desc
						type = miscellaneous
						visuals = miniature_monument
						modifier = artifact_intrigue_1_modifier
						save_scope_as = new_trinket
						wealth = 70
						quality = 70
						max_durability = 100
						creator = scope:local_character
					}
				}
			}
		}
		if = {
			limit = {
				any_court_position_holder = {
					type = antiquarian_court_position
				}
			}
			random_court_position_holder = {
				type = antiquarian_court_position
				save_scope_as = current_holder
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			is_valid_to_hire_court_position_type = antiquarian_court_position
			NOT = { employs_court_position = antiquarian_court_position }
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = stewardship_skill_focus
			}
		}
	}

	option = { 
		name = bp3_journey.1000.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 15 }
		
		stress_impact = {
			base = medium_stress_impact_gain
			lazy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = lazy

			}
		}
	}

	option = {
		name = bp3_journey.1000.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
			is_valid_to_hire_court_position_type = antiquarian_court_position
		}
		
		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = antiquarian
		}

		if = {
			limit = {
				culture != scope:local_character.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:local_character.culture
					value = 2
					desc = cultural_acceptance_gain_event
				}
			}
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = paranoid

			}
		}
	}

	option = {
		name = bp3_journey.1000.lechery
		trait = lustful
		trigger = {
			has_trait = lustful
		}
		
		custom_tooltip = suggestive_alterations
		
		hidden_effect_new_object = {
			create_artifact = {
				name = suggestive_miniature_monument
				description = suggestive_miniature_monument.desc
				type = miscellaneous
				visuals = miniature_monument
				modifier = artifact_fertility_gain_3_modifier
				modifier = artifact_seduce_scheme_phase_duration_add_3_modifier
				modifier = artifact_stress_gain_1_modifier
				save_scope_as = new_trinket
				wealth = 70
				quality = 70
				max_durability = 100
				creator = scope:local_character
			}
		}

		stress_impact = {
			chaste = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = chaste

			}
		}
	}

	option = { 
		name = bp3_journey.1000.a
		pay_short_term_gold = {
			target = scope:local_character
			gold = minor_gold_value
		}
		send_interface_toast = {
			title = artifact_gained
			left_icon = root
			right_icon = scope:new_trinket
			scope:new_trinket = {
				set_owner = root
			}
		}

		stress_impact = {
			greedy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					short_term_gold <= medium_gold_value
					has_trait = greedy
				}
			}
		}
	}

	option = {
		name = bp3_journey.1000.b
		
		trigger = {
			is_valid_to_hire_court_position_type = antiquarian_court_position
			NOT = { has_activity_intent = journey_curiosity_intent }
		}
		
		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = antiquarian
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = paranoid

			}
		}
	}

	option = { 
		name = bp3_journey.1000.c
		add_prestige = minor_prestige_gain

		ai_chance = {
			base = 100
		}
	}
	
	after = {
		hidden_effect = {
			if = {
				limit = {
					scope:new_trinket = {
						artifact_owner = scope:local_character
					}
				}
				destroy_artifact = scope:new_trinket
			}
		} 
		if = { # Cleanup
			limit = {
				root = {
					is_ai = yes
				}
				scope:local_character = {
					is_courtier = no
					has_character_flag = silently_disappear_me
				}
			}
			scope:local_character = {
				silent_disappearance_effect = yes
			}
		}
	}
}

# A Name, Eternal
bp3_journey.1100 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.1100.t
	override_background = {
		trigger = {
			scope:location = {
				has_building_with_flag = travel_point_of_interest_economic
				NOR = {
					has_building = doges_palace_01
					has_building = iron_pillar_of_dhar_01
					has_building = petra_01
					has_building = fairy_chimneys
				}
			}
		}
		reference = fp3_cave
	}
	desc = {
		desc = bp3_journey.1100.desc_intro
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:ancient_vandal
				}
				desc = bp3_journey.1100.desc_name
			}
			desc = bp3_journey.1100.desc_first
		}
		desc = bp3_journey.1100.desc_outro
	}
	theme = journey_activity
	
	center_portrait = {
		character = scope:host
		animation = chess_certain_win
	}
	
	lower_center_portrait = {
		character = scope:ancient_vandal
	}
	
	cooldown = { years = 7 }

	trigger = {

	}

	immediate = {
		scope:activity.activity_location = {
			county.holder = { save_scope_as = county_holder }
			save_scope_as = location
		}
		scope:location = {
			if = {
				limit = {
					has_variable_list = grafitti
				}
				random_in_list = {
					variable = grafitti
					save_scope_as = ancient_vandal
				}
			}
		}
	}

	option = { 
		name = bp3_journey.1100.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 10 }
		
		stress_impact = {
			base = minor_stress_impact_gain
			lazy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = lazy

			}
		}
	}

	option = {
		name = bp3_journey.1100.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
			culture != scope:location.culture
		}
		
		add_prestige = minor_prestige_gain
		
		culture = {
			change_cultural_acceptance = {
				target = scope:location.culture
				value = 2
				desc = cultural_acceptance_gain_event
			}
		}
		
		stress_impact = {
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
			arrogant = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = arrogant
				}
			}
		}
	}

	option = { 
		name = bp3_journey.1100.a
		scope:location = {
			add_to_variable_list = {
				name = grafitti
				target = root
			}
		}
		
		add_prestige = medium_prestige_gain
		
		if = {
			limit = {
				scope:county_holder ?= { this != root }
			}
			reverse_add_opinion = {
				target = scope:county_holder
				modifier = defaced_monument_opinion
				opinion = -20
			}
		}

		stress_impact = {
			humble = medium_stress_impact_gain
			content = minor_stress_impact_gain
			shy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = humble
					has_trait = content
					has_trait = shy
				}
			}
		}
	}

	option = { 
		name = bp3_journey.1100.b
		trigger = {
			exists = scope:ancient_vandal
		}
		
		custom_tooltip = prestige_trinket
		
		hidden_effect_new_object = {
			create_artifact = {
				name = grafitti_rock
				description = grafitti_rock.desc
				type = miscellaneous
				visuals = rock
				modifier = artifact_monthly_prestige_mult_1_modifier
				save_scope_as = new_trinket
				wealth = 30
				quality = 30
				max_durability = 100
				creator = root
			}
			send_interface_toast = {
				title = artifact_gained
				left_icon = root
				right_icon = scope:new_trinket
				show_as_tooltip = {
					scope:new_trinket = {
						set_owner = root
					}
				}
			}
		}
		
		if = {
			limit = {
				scope:county_holder ?= { this != root }
			}
			reverse_add_opinion = {
				target = scope:county_holder
				modifier = defaced_monument_opinion
				opinion = -20
			}
		}
		scope:location = {
			remove_list_variable = { name = grafitti target = scope:ancient_vandal }
		}

		stress_impact = {
			humble = major_stress_impact_gain
			craven = minor_stress_impact_gain
		}

		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_trait = humble
					has_trait = craven
				}
			}
		}
	}

	option = {
		name = bp3_journey.1100.c

		stress_impact = {
			paranoid = major_stress_impact_loss
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 1
		}
	}
}

# Shave and a Haircut
bp3_journey.1200 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.1200.t
	desc = bp3_journey.1200.desc
	theme = journey_activity
	override_background = { reference = market }
	
	left_portrait = {
		character = scope:host
		animation = betting
	}
	
	right_portrait = {
		character = scope:local_character
		animation = physician
	}
	
	cooldown = { years = 9 }

	trigger = {

	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = court_physician_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					court_physician_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = court_physician_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					court_physician_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
		}
		else = {
			create_character = {
				template = court_physician_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
		}
		if = {
			limit = {
				any_court_position_holder = {
					type = court_physician_court_position
				}
			}
			random_court_position_holder = {
				type = court_physician_court_position
				save_scope_as = current_holder
			}
		}
		
		hidden_effect = {
			scope:local_character = {
				random_list = {
					10 = { give_nickname = nick_the_miracle_worker }
					10 = { give_nickname = nick_the_healer }
					10 = { give_nickname = nick_the_wise }
					10 = { give_nickname = nick_the_meticulous }
				}
			}
		}
		if = { # Error suppression
			limit = {
				has_character_flag = random_haircut
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			is_valid_to_hire_court_position_type = court_physician_court_position
			NOT = { employs_court_position = court_physician_court_position }
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = diplomacy_skill_focus
			}
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = learning_skill_focus
			}
		}
	}

	option = { 
		name = bp3_journey.1200.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 15 }
		
		stress_impact = {
			base = medium_stress_impact_gain
			lazy = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = lazy

			}
		}
	}

	option = {
		name = bp3_journey.1200.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
			is_valid_to_hire_court_position_type = court_physician_court_position
		}
		custom_tooltip = hair_will_change
		add_character_flag = {
			flag = random_haircut
			months = 6
		}
		
		add_prestige = medium_prestige_gain

		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = court_physician
		}
		
		if = {
			limit = {
				culture != scope:local_character.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:local_character.culture
					value = 2
					desc = cultural_acceptance_gain_event
				}
			}
		}
		
		stress_impact = {
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = paranoid
				}
			}
		}
	}

	option = {
		name = bp3_journey.1200.a
		
		custom_tooltip = hair_will_change
		
		add_character_flag = {
			flag = random_haircut
			months = 6
		}
		
		random_list = {
			90 = {
				desc = barber_success
				send_interface_toast = {
					title = barber_success
					left_icon = root
					right_icon = scope:local_character
					add_prestige = major_prestige_gain
				}
			}
			10 = {
				desc = barber_fail
				send_interface_toast = {
					title = barber_fail
					left_icon = root
					right_icon = scope:local_character
					add_prestige = medium_prestige_loss
				}
			}
		}

		stress_impact = {
			humble = medium_stress_impact_gain
			content = minor_stress_impact_gain
			shy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = humble
					has_trait = content
					has_trait = shy
				}
			}
		}
	}

	option = { 
		name = bp3_journey.1200.b
		
		trigger = {
			is_valid_to_hire_court_position_type = court_physician_court_position
			NOT = { has_activity_intent = journey_curiosity_intent }
		}

		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = court_physician
		}

		stress_impact = {
			humble = major_stress_impact_gain
			craven = minor_stress_impact_gain
		}

		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_trait = humble
					has_trait = craven
				}
			}
		}
	}

	option = {
		name = bp3_journey.1200.c
		
		add_prestige = minor_prestige_gain

		stress_impact = {
			paranoid = major_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 1
		}
	}
	
	after = {
		if = { # Cleanup
			limit = {
				root = {
					is_ai = yes
				}
				scope:local_character = {
					is_courtier = no
					has_character_flag = silently_disappear_me
				}
			}
			scope:local_character = {
				silent_disappearance_effect = yes
			}
		}
	}
}

# The Songs of Place
bp3_journey.1300 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.1300.t
	desc = bp3_journey.1300.desc
	theme = journey_activity
	
	left_portrait = {
		character = scope:local_character
		animation = dancing
	}
	
	center_portrait = {
		character = scope:host
		animation = happiness
	}
	
	right_portrait = {
		character = scope:local_character_2
		animation = instrument_active
	}
	
	cooldown = { years = 9 }

	trigger = {

	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				is_valid_to_hire_court_position_type = stooge_camp_officer
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = stooge_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#court_jester_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = stooge_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#court_jester_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = stooge_camp_officer
					}
				}
				random_court_position_holder = {
					type = stooge_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = stooge_camp_officer
			}
			create_character = {
				template = stooge_camp_officer_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = stooge_camp_officer
					}
				}
				random_court_position_holder = {
					type = stooge_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = court_jester_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					court_jester_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = court_jester_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					court_jester_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = court_jester_court_position
					}
				}
				random_court_position_holder = {
					type = court_jester_court_position
					save_scope_as = current_holder
				}
			}
		}
		else = {
			create_character = {
				template = court_jester_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = court_jester_court_position
					}
				}
				random_court_position_holder = {
					type = court_jester_court_position
					save_scope_as = current_holder
				}
			}
		}
		if = {
			limit = {
				is_valid_to_hire_court_position_type = master_bard_camp_officer
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = master_bard_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#court_musician_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = master_bard_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#court_musician_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
				}
				save_scope_as = local_character_2
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = master_bard_camp_officer
					}
				}
				random_court_position_holder = {
					type = master_bard_camp_officer
					save_scope_as = current_holder_2
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = master_bard_camp_officer
			}
			create_character = {
				template = master_bard_camp_officer_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character_2
			}
			scope:local_character_2 = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = master_bard_camp_officer
					}
				}
				random_court_position_holder = {
					type = master_bard_camp_officer
					save_scope_as = current_holder_2
				}
			}
		}
		else_if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = court_musician_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					court_musician_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = court_musician_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					court_musician_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
				}
				save_scope_as = local_character_2
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = court_musician_court_position
					}
				}
				random_court_position_holder = {
					type = court_musician_court_position
					save_scope_as = current_holder_2
				}
			}
		}
		else = {
			create_character = {
				template = court_musician_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character_2
			}
			scope:local_character_2 = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = court_musician_court_position
					}
				}
				random_court_position_holder = {
					type = court_musician_court_position
					save_scope_as = current_holder_2
				}
			}
		}
		scope:local_character = { add_character_flag = jester_outfit }
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			OR = {
				AND = {
					is_valid_to_hire_court_position_type = court_jester_court_position
					NOT = { employs_court_position = court_jester_court_position }
				}
				AND = {
					is_valid_to_hire_court_position_type = court_musician_court_position
					NOT = { employs_court_position = court_musician_court_position }
				}
			}
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = diplomacy_skill_focus
			}
		}
	}

	option = { 
		name = bp3_journey.1300.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 10 }
		
		stress_impact = {
			base = minor_stress_impact_gain
			lazy = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = lazy

			}
		}
	}

	option = {
		name = bp3_journey.1300.spread_legend_intent
		trigger = {
			has_activity_intent = spread_legend_intent
		}
		
		remove_short_term_gold = tiny_gold_value
		
		add_character_modifier = {
			modifier = journey_apa_legend_modifier
			years = 15
		}
		
		add_prestige = medium_prestige_gain
		
		stress_impact = {
			humble = minor_stress_impact_gain
			content = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					gold <= minor_gold_value
					has_trait = humble
					has_trait = content
				}
			}
		}
	}

	option = {
		name = bp3_journey.1300.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
		}
		
		hire_for_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = court_jester
			LAAMP_POSITION = stooge
		}

		hire_for_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character_2
			COURT_POSITION = court_musician
			LAAMP_POSITION = master_bard
		}
		
		if = {
			limit = {
				culture != scope:local_character.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:local_character.culture
					value = 2
					desc = cultural_acceptance_gain_event
				}
			}
		}
		
		stress_impact = {
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = paranoid
				}
			}
		}
	}

	option = {
		name = bp3_journey.1300.a
		
		trigger = {
			OR = {
				is_valid_to_hire_court_position_type = court_jester_court_position
				is_valid_to_hire_court_position_type = stooge_camp_officer
			}
			NOT = { has_activity_intent = journey_curiosity_intent }
		}
		
		hire_for_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = court_jester
			LAAMP_POSITION = stooge
		}

		stress_impact = {
			humble = minor_stress_impact_gain
			content = minor_stress_impact_gain
			shy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = humble
					has_trait = content
					has_trait = shy
				}
			}
		}
	}

	option = { 
		name = bp3_journey.1300.b
		
		trigger = {
			OR = {
				is_valid_to_hire_court_position_type = court_musician_court_position
				is_valid_to_hire_court_position_type = master_bard_camp_officer
			}
			NOT = { has_activity_intent = journey_curiosity_intent }
		}
		
		hire_for_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character_2
			COURT_POSITION = court_musician
			LAAMP_POSITION = master_bard
		}

		stress_impact = {
			humble = medium_stress_impact_gain
			content = minor_stress_impact_gain
			shy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = humble
					has_trait = content
					has_trait = shy
				}
			}
		}
	}

	option = {
		name = bp3_journey.1300.c
		
		add_prestige = minor_prestige_gain

		stress_impact = {
			base = minor_stress_impact_loss
		}

		ai_chance = {
			base = 10
		}
	}
	
	after = {
		if = { # Cleanup
			limit = {
				root = {
					is_ai = yes
				}
				scope:local_character = {
					is_courtier = no
					has_character_flag = silently_disappear_me
				}
			}
			scope:local_character = {
				remove_character_flag = jester_outfit
				silent_disappearance_effect = yes
			}
		}
		if = {
			limit = {
				root = {
					is_ai = yes
				}
				scope:local_character_2 = {
					is_courtier = no
					has_character_flag = silently_disappear_me
				}
			}
			scope:local_character_2 = {
				silent_disappearance_effect = yes
			}
		}
	}
}

# Hawking Meat
bp3_journey.1400 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.1400.t
	desc = bp3_journey.1400.desc
	theme = journey_activity
	override_background = { reference = market }
	
	left_portrait = {
		character = scope:host
		animation = shock
	}
	
	right_portrait = {
		character = scope:local_character
		animation = hunting_carcass_start
	}
	
	artifact = {
        target = scope:newly_created_artifact
        position = lower_center_portrait
    }
	
	cooldown = { years = 9 }

	trigger = {

	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				is_valid_to_hire_court_position_type = master_bard_camp_officer
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = master_bard_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#master_of_hunt_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = master_bard_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#master_of_hunt_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = huntperson_camp_officer
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = huntperson_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#master_of_hunt_validity_trigger = { EMPLOYER = root }
				}
			}
			create_character = {
				template = huntperson_camp_officer_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
		}
		else_if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = master_of_hunt_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					master_of_hunt_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = master_of_hunt_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					master_of_hunt_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
		}
		else = {
			create_character = {
				template = master_of_hunt_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
		}
		if = {
			limit = {
				any_court_position_holder = {
					type = huntperson_camp_officer
				}
			}
			random_court_position_holder = {
				type = huntperson_camp_officer
				save_scope_as = current_holder
			}
		}
		if = {
			limit = {
				any_court_position_holder = {
					type = master_of_hunt_court_position
				}
			}
			random_court_position_holder = {
				type = master_of_hunt_court_position
				save_scope_as = current_holder
			}
		}
		scope:local_character = {
			save_scope_as = excellent_animal_artifacts
			if = {
				limit = {
					root = { has_royal_court = yes }
				}
				create_artifact_animal_hide_effect = {
					OWNER = scope:local_character
					HUNTER = scope:local_character
					LEGENDARY = no
					ANIMAL = flag:none
				}
			}
			else = {
				create_artifact_animal_trinket_effect = {
					OWNER = scope:local_character
					HUNTER = scope:local_character
					LEGENDARY = no
					ANIMAL = flag:none
				}
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			AND = {
				is_valid_to_hire_court_position_type = master_of_hunt_court_position
				NOT = { employs_court_position = master_of_hunt_court_position }
			}
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = martial_skill_focus
			}
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = stewardship_skill_focus
			}
		}
	}

	option = { 
		name = bp3_journey.1400.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		hunter_progress_point_gain_effect = { CHANGE = 3 RANDOM_CHANGE = 1 } #Gives Hunter Lifestyle XP
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 15 }
		
		stress_impact = {
			base = medium_stress_impact_gain
			lazy = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = lazy

			}
		}
	}

	option = {
		name = bp3_journey.1400.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
			is_valid_to_hire_court_position_type = master_of_hunt_court_position
		}
		
		hunter_progress_point_gain_effect = { CHANGE = 3 RANDOM_CHANGE = 1 } #Gives Hunter Lifestyle XP

		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = master_of_hunt
		}
		
		if = {
			limit = {
				culture != scope:local_character.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:local_character.culture
					value = 2
					desc = cultural_acceptance_gain_event
				}
			}
		}
		
		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.1400.a
		
		pay_short_term_gold = {
			target = scope:local_character
			gold = minor_gold_value
		}
		send_interface_toast = {
			title = artifact_gained
			left_icon = root
			right_icon = scope:newly_created_artifact
			scope:newly_created_artifact = {
				set_owner = root
			}
		}

		stress_impact = {
			greedy = medium_stress_impact_gain
			humble = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = greedy
					has_trait = humble
					short_term_gold <= medium_gold_value
				}
			}
		}
	}

	option = { 
		name = bp3_journey.1400.b
		
		trigger = {
			is_valid_to_hire_court_position_type = master_of_hunt_court_position
			NOT = { has_activity_intent = journey_curiosity_intent }
		}

		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = master_of_hunt
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.1400.c
		
		add_prestige = minor_prestige_gain

		ai_chance = {
			base = 10
		}
	}
	
	after = {
		hidden_effect = {
			if = {
				limit = {
					scope:newly_created_artifact = {
						artifact_owner = scope:local_character
					}
				}
				destroy_artifact = scope:newly_created_artifact
			}
		}
		if = { # Cleanup
			limit = {
				root = {
					is_ai = yes
				}
				scope:local_character = {
					is_courtier = no
					has_character_flag = silently_disappear_me
				}
			}
			scope:local_character = {
				silent_disappearance_effect = yes
			}
		}
	}
}

# Learned Locals
bp3_journey.1500 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.1500.t
	desc = bp3_journey.1500.desc
	theme = journey_activity
	
	left_portrait = {
		character = scope:host
		animation = thinking
	}
	
	center_portrait = {
		character = scope:local_character
		animation = debating
	}
	
	right_portrait = {
		character = scope:local_character_2
		animation = happy_teacher
	}
	
	cooldown = { years = 10 }

	trigger = {

	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				is_valid_to_hire_court_position_type = chief_forager_camp_officer
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = chief_forager_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#chief_qadi_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = chief_forager_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#chief_qadi_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = chief_forager_camp_officer
					}
				}
				random_court_position_holder = {
					type = chief_forager_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = chief_forager_camp_officer
			}
			create_character = {
				template = chief_forager_camp_officer_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = chief_forager_camp_officer
					}
				}
				random_court_position_holder = {
					type = chief_forager_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = chief_qadi_court_position
				scope:location.religion = religion:islam_religion
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = chief_qadi_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					chief_qadi_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = chief_qadi_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					chief_qadi_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = chief_qadi_court_position
					}
				}
				random_court_position_holder = {
					type = chief_qadi_court_position
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = chief_qadi_court_position
				scope:location.religion = religion:islam_religion
			}
			create_character = {
				template = chief_qadi_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = chief_qadi_court_position
					}
				}
				random_court_position_holder = {
					type = chief_qadi_court_position
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = high_almoner_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					high_almoner_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = high_almoner_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					high_almoner_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = chief_qadi_court_position
					}
				}
				random_court_position_holder = {
					type = chief_qadi_court_position
					save_scope_as = current_holder
				}
			}
		}
		else = {
			create_character = {
				template = high_almoner_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = high_almoner_court_position
					}
				}
				random_court_position_holder = {
					type = high_almoner_court_position
					save_scope_as = current_holder
				}
			}
		}
		if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = quartermaster_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#seneschal_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = quartermaster_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#seneschal_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
				}
				save_scope_as = local_character_2
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = quartermaster_camp_officer
					}
				}
				random_court_position_holder = {
					type = quartermaster_camp_officer
					save_scope_as = current_holder_2
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = quartermaster_camp_officer
			}
			create_character = {
				template = quartermaster_camp_officer_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character_2
			}
			scope:local_character_2 = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = quartermaster_camp_officer
					}
				}
				random_court_position_holder = {
					type = quartermaster_camp_officer
					save_scope_as = current_holder_2
				}
			}
		}
		else_if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = seneschal_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					seneschal_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = seneschal_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					seneschal_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
				}
				save_scope_as = local_character_2
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = seneschal_court_position
					}
				}
				random_court_position_holder = {
					type = seneschal_court_position
					save_scope_as = current_holder_2
				}
			}
		}
		else = {
			create_character = {
				template = seneschal_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character_2
			}
			scope:local_character_2 = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = seneschal_court_position
					}
				}
				random_court_position_holder = {
					type = seneschal_court_position
					save_scope_as = current_holder_2
				}
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			OR = {
				AND = {
					is_valid_to_hire_court_position_type = quartermaster_camp_officer
					NOT = { employs_court_position = quartermaster_camp_officer }
				}
				AND = {
					is_valid_to_hire_court_position_type = chief_qadi_court_position
					NOT = { employs_court_position = chief_qadi_court_position }
				}
				AND = {
					is_valid_to_hire_court_position_type = high_almoner_court_position
					NOT = { employs_court_position = high_almoner_court_position }
				}
				AND = {
					is_valid_to_hire_court_position_type = seneschal_court_position
					NOT = { employs_court_position = seneschal_court_position }
				}
			}
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = stewardship_skill_focus
			}
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = learning_skill_focus
			}
		}
	}
	
	option = {
		name = bp3_journey.option.spread_legend_intent
		trigger = {
			has_activity_intent = spread_legend_intent
		}
		
		add_character_modifier = {
			modifier = journey_apa_legend_modifier
			years = 15
		}
		
		add_prestige = minor_prestige_gain
		
		reverse_add_opinion = {
			modifier = impressed_opinion
			opinion = 20
			target = scope:local_character
		}
		reverse_add_opinion = {
			modifier = impressed_opinion
			opinion = 20
			target = scope:local_character_2
		}
		
		stress_impact = {
			humble = minor_stress_impact_gain
			content = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					gold <= minor_gold_value
					has_trait = humble
					has_trait = content
				}
			}
		}
	}

	option = {
		name = bp3_journey.1500.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		pay_short_term_gold = {
			target = scope:local_character
			gold = tiny_gold_value
		}
		add_prestige = medium_prestige_gain
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 15 }
		
		stress_impact = {
			base = minor_stress_impact_gain
			lazy = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = lazy

			}
		}
	}

	option = {
		name = bp3_journey.1500.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
		}

		hire_for_two_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = chief_qadi
			COURT_POSITION_2 = high_almoner
			LAAMP_POSITION = chief_forager
		}

		hire_for_court_position_journey_laamp_replacement_effect_2 = {
			CHARACTER = scope:local_character_2
			COURT_POSITION = seneschal
			LAAMP_POSITION = quartermaster
		}
		
		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.1500.curiosity_2
		trigger = {
			has_activity_intent = journey_curiosity_intent
		}
		
		pay_short_term_gold = {
			target = scope:local_character
			gold = tiny_gold_value
		}
		pay_short_term_gold = {
			target = scope:local_character_2
			gold = tiny_gold_value
		}
		
		add_prestige = medium_prestige_gain
		add_piety = medium_piety_gain
		
		if = {
			limit = {
				culture != scope:local_character.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:local_character.culture
					value = 4
					desc = cultural_acceptance_gain_event
				}
			}
		}
		
		stress_impact = {
			greedy = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
			arbitrary = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					short_term_gold <= medium_gold_value
					has_trait = greedy
					has_trait = arrogant
					has_trait = arbitrary
				}
			}
		}
	}

	option = {
		name = bp3_journey.1500.a

		trigger = {
			OR = {
				is_valid_to_hire_court_position_type = chief_forager_camp_officer
				is_valid_to_hire_court_position_type = chief_qadi_court_position
				is_valid_to_hire_court_position_type = high_almoner_court_position
			}
			NOT = { has_activity_intent = journey_curiosity_intent }
		}

		hire_for_two_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = chief_qadi
			COURT_POSITION_2 = high_almoner
			LAAMP_POSITION = chief_forager
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.1500.b
		
		trigger = {
			OR = {
				is_valid_to_hire_court_position_type = seneschal_court_position
				is_valid_to_hire_court_position_type = quartermaster_camp_officer
			}
			NOT = { has_activity_intent = journey_curiosity_intent }
		}

		hire_for_court_position_journey_laamp_replacement_effect_2 = {
			CHARACTER = scope:local_character_2
			COURT_POSITION = seneschal
			LAAMP_POSITION = quartermaster
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.1500.c
		
		add_prestige = minor_prestige_gain
		add_character_modifier = {
			modifier = inspired_by_alms_modifier
			years = 10
		}

		ai_chance = {
			base = 10
		}
	}
}

# City of Cats
bp3_journey.1600 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.1600.t
	desc = bp3_journey.1600.desc
	theme = journey_activity
	
	center_portrait = {
		character = scope:host
		animation = survey
	}
	
	cooldown = { years = 9 }

	trigger = {
		NOT = {
			any_owned_story = {
				type = story_cycle_pet_cat
			}
		}
	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			scope:activity = {
				has_variable = intrigue_skill_focus
			}
		}
	}

	option = {
		name = bp3_journey.1600.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		duel = {
			skill = intrigue
			value = 12
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = cat_help
				send_interface_toast = {
					title = cat_help
					left_icon = root
					journey_knowledge_hoarding_skill_effect = { VALUE = 25 }
					add_prestige = medium_prestige_gain
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = get_lost
				send_interface_toast = {
					title = get_lost
					left_icon = root
					journey_knowledge_hoarding_skill_effect = { VALUE = 5 }
					remove_short_term_gold = minor_gold_value
				}
			}
		}
		
		stress_impact = {
			base = minor_stress_impact_gain
			lazy = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = lazy

			}
		}
	}

	option = {
		name = bp3_journey.1600.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
		}
		
		if = {
			limit = {
				culture != scope:location.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:location.culture
					value = 2
					desc = cultural_acceptance_gain_event
				}
			}
		}
		remove_short_term_gold = minor_gold_value
		add_prestige = minor_prestige_gain
		
		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.1600.a
		
		start_cat_story_cycle_effect = yes
		add_character_flag = {
			flag = city_cat
			days = 5
		}

		stress_impact = {
			sadistic = minor_stress_impact_gain
			callous = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = sadistic
					has_trait = callous
				}
			}
		}
	}

	option = {
		name = bp3_journey.1600.b
		
		add_prestige = miniscule_prestige_gain

		stress_impact = {
			compassionate = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = compassionate

			}
		}
	}
}

# Culture Drills
bp3_journey.1700 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.1700.t
	desc = {
		desc = bp3_journey.1700.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					culture != scope:location.culture
				}
				desc = bp3_journey.1700.desc_different_culture
			}
			desc = bp3_journey.1700.desc_same_culture
		}
	}
	theme = journey_activity
	override_background = { reference = courtyard }
	
	left_portrait = {
		character = scope:local_character_3
		animation = throne_room_two_handed_passive_1
	}
	
	center_portrait = {
		character = scope:local_character
		animation = inspect_weapon
	}
	
	right_portrait = {
		character = scope:local_character_2
		animation = marshal
	}
	
	cooldown = { years = 9 }

	trigger = {

	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				is_valid_to_hire_court_position_type = head_groom_camp_officer
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = head_groom_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#master_of_horse_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = head_groom_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#master_of_horse_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = head_groom_camp_officer
					}
				}
				random_court_position_holder = {
					type = head_groom_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = head_groom_camp_officer
			}
			create_character = {
				template = head_groom_camp_officer_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = head_groom_camp_officer
					}
				}
				random_court_position_holder = {
					type = head_groom_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = master_of_horse_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					master_of_horse_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = master_of_horse_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					master_of_horse_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = master_of_horse_court_position
					}
				}
				random_court_position_holder = {
					type = master_of_horse_court_position
					save_scope_as = current_holder
				}
			}
		}
		else = {
			create_character = {
				template = master_of_horse_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = master_of_horse_court_position
					}
				}
				random_court_position_holder = {
					type = master_of_horse_court_position
					save_scope_as = current_holder
				}
			}
		}
		
		if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = bodyguard_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					bodyguard_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = bodyguard_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					bodyguard_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
				}
				save_scope_as = local_character_2
			}
		}
		else = {
			create_character = {
				template = bodyguard_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character_2
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
		}
		
		if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = bodyguard_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					bodyguard_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
					this != scope:local_character_2
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = bodyguard_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					bodyguard_validity_trigger = { EMPLOYER = root }
					this != scope:local_character
					this != scope:local_character_2
				}
				save_scope_as = local_character_3
			}
		}
		else = {
			create_character = {
				template = bodyguard_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character_3
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
		}
		scope:local_character = { add_character_flag = military_outfit }
		scope:local_character_2 = { add_character_flag = military_outfit }
		scope:local_character_3 = { add_character_flag = military_outfit }
		if = {
			limit = {
				any_maa_regiment = {
					maa_max_troops_count <= 2000
					NOT = {
						is_unit_type = siege_weapon
					}
					OR = {
						is_maa_type = light_footmen
						is_maa_type = bowmen
						is_maa_type = light_horsemen
						is_maa_type = pikemen_unit
						is_maa_type = armored_footmen
						is_maa_type = armored_horsemen
						is_maa_type = crossbowmen
						is_maa_type = house_guard
						is_maa_type = steppe_raiders
						is_maa_type = horse_archers
						is_maa_type = heavy_horse_archers
						is_maa_type = nomad_lancers
					}
				}
			}
			random_maa_regiment = {
				limit = {
					maa_max_troops_count <= 2000
					NOT = {
						is_unit_type = siege_weapon
					}
					OR = {
						is_maa_type = light_footmen
						is_maa_type = bowmen
						is_maa_type = light_horsemen
						is_maa_type = pikemen_unit
						is_maa_type = armored_footmen
						is_maa_type = armored_horsemen
						is_maa_type = crossbowmen
						is_maa_type = house_guard
						is_maa_type = steppe_raiders
						is_maa_type = horse_archers
						is_maa_type = heavy_horse_archers
						is_maa_type = nomad_lancers
					}
				}
				alternative_limit = {
					maa_max_troops_count <= 2000
					NOT = {
						is_unit_type = siege_weapon
					}
				}
				save_scope_as = maa
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			OR = {
				AND = {
					is_valid_to_hire_court_position_type = bodyguard_court_position
					NOT = { employs_court_position = bodyguard_court_position }
				}
				AND = {
					is_valid_to_hire_court_position_type = master_of_horse_court_position
					NOT = { employs_court_position = master_of_horse_court_position }
				}
				AND = {
					is_valid_to_hire_court_position_type = head_groom_camp_officer
					NOT = { employs_court_position = head_groom_camp_officer }
				}
			}
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = martial_skill_focus
			}
		}
	}
	
	option = {
		name = bp3_journey.option.spread_legend_intent
		trigger = {
			has_activity_intent = spread_legend_intent
		}
		
		add_character_modifier = {
			modifier = journey_apa_legend_modifier
			years = 15
		}
		
		add_prestige = minor_prestige_gain
		
		reverse_add_opinion = {
			modifier = impressed_opinion
			opinion = 20
			target = scope:local_character
		}
		reverse_add_opinion = {
			modifier = impressed_opinion
			opinion = 20
			target = scope:local_character_2
		}
		reverse_add_opinion = {
			modifier = impressed_opinion
			opinion = 20
			target = scope:local_character_3
		}
		
		stress_impact = {
			humble = minor_stress_impact_gain
			content = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					gold <= minor_gold_value
					has_trait = humble
					has_trait = content
				}
			}
		}
	}

	option = {
		name = bp3_journey.1700.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 25 }
		
		if = {
			limit = {
				is_landless_adventurer = no
			}
			capital_province ?= {
				add_province_modifier = {
					modifier = imported_tactics_modifier
					years = 20
				}
			}
		}
		else_if = {
			limit = {
				has_government = landless_adventurer_government
			}
			add_character_modifier = {
				modifier = imported_tactics_character_modifier
				years = 10
			}
		}
		
		pay_short_term_gold = {
			target = scope:local_character
			gold = tiny_gold_value
		}
		
		hire_for_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = master_of_horse
			LAAMP_POSITION = head_groom
		}
		
		stress_impact = {
			base = medium_stress_impact_gain
			lazy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					short_term_gold <= minor_gold_value
					has_trait = lazy
				}
			}
		}
	}

	option = {
		name = bp3_journey.1700.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
		}

		hire_for_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = master_of_horse
			LAAMP_POSITION = head_groom
		}

		add_character_flag = bodyguard_flag

		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character_2
			COURT_POSITION = bodyguard
		}

		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character_3
			COURT_POSITION = bodyguard
		}

		remove_character_flag = bodyguard_flag
		
		if = {
			limit = {
				culture != scope:local_character.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:local_character.culture
					value = 2
					desc = cultural_acceptance_gain_event
				}
			}
		}

		stress_impact = {
			paranoid = minor_stress_impact_loss
			shy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = shy
			}
		}
	}

	option = {
		name = bp3_journey.1700.b
		
		trigger = {
			NOT = { has_activity_intent = journey_curiosity_intent }
		}

		add_character_flag = bodyguard_flag

		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character_2
			COURT_POSITION = bodyguard
		}

		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character_3
			COURT_POSITION = bodyguard
		}

		remove_character_flag = bodyguard_flag

		stress_impact = {
			trusting = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = trusting

			}
		}
	}

	option = {
		name = bp3_journey.1700.c
		trigger = {
			exists = scope:maa
		}
		
		add_prestige = major_prestige_gain
		
		remove_treasury_or_gold = major_treasury_or_gold_value
		
		custom_tooltip = maa_increases_tt
		hidden_effect = {
			scope:maa = {
				change_maa_regiment_size = {
					size = 2
					reinforce = yes
				}
			}
		}

		stress_impact = {
			humble = minor_stress_impact_gain
			content = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					short_term_treasury_or_gold <= massive_treasury_or_gold_value
					has_trait = humble
					has_trait = content
				}
			}
		}
	}

	option = {
		name = bp3_journey.1700.d
		add_prestige = minor_prestige_gain

		ai_chance = {
			base = 100
		}
	}
	
	after = {
		scope:local_character = {
			remove_character_flag = military_outfit
			silent_disappear_ai_if_not_hired = yes
		}
		scope:local_character_2 = {
			remove_character_flag = military_outfit
			silent_disappear_ai_if_not_hired = yes
		}
		scope:local_character_3 = {
			remove_character_flag = military_outfit
			silent_disappear_ai_if_not_hired = yes
		}
	}
}

# Trust Me
bp3_journey.1800 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.1800.t
	desc = bp3_journey.1800.desc
	theme = journey_activity
	
	left_portrait = {
		character = scope:host
		animation = survey
	}
	
	right_portrait = {
		character = scope:local_character
		animation = eccentric
	}
	
	cooldown = { years = 9 }

	trigger = {

	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = travel_leader_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					travel_leader_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = travel_leader_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					travel_leader_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
		}
		else = {
			create_character = {
				template = travel_leader_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
		}
		if = {
			limit = {
				any_court_position_holder = {
					type = travel_leader_court_position
				}
			}
			random_court_position_holder = {
				type = travel_leader_court_position
				save_scope_as = current_holder
			}
		}
		
		hidden_effect = {
			scope:local_character = {
				random_list = {
					10 = { give_nickname = nick_the_trustworthy_ironic }
					10 = { give_nickname = nick_the_honest }
				}
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			is_valid_to_hire_court_position_type = travel_leader_court_position
			OR = {
				NOT = { employs_court_position = travel_leader_court_position }
				any_court_position_holder = {
					type = travel_leader_court_position
					aptitude = {
						court_position = travel_leader_court_position
						value < 4
					}
				}
			}
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = intrigue_skill_focus
			}
		}
	}
	
	option = {
		name = bp3_journey.1800.spread_legend_intent
		trigger = {
			has_activity_intent = spread_legend_intent
		}
		
		add_character_modifier = {
			modifier = journey_apa_legend_modifier
			years = 15
		}
		
		add_prestige = minor_prestige_gain
		
		reverse_add_opinion = {
			modifier = impressed_opinion
			opinion = 20
			target = scope:local_character
		}
		
		stress_impact = {
			humble = minor_stress_impact_gain
			content = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					gold <= minor_gold_value
					has_trait = humble
					has_trait = content
				}
			}
		}
	}

	option = { 
		name = bp3_journey.1800.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		pay_short_term_gold = {
			target = scope:local_character
			gold = minor_gold_value
		}
		
		duel = {
			skill = intrigue
			value = scope:local_character.intrigue
			5 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5
				desc = mostly_true_tt
				send_interface_toast = {
					title = mostly_true_tt
					left_icon = root
					journey_knowledge_hoarding_skill_effect = { VALUE = 50 }
					add_prestige = major_prestige_gain
				}
			}
			45 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5
				desc = almost_true_tt
				send_interface_toast = {
					title = almost_true_tt
					left_icon = root
					journey_knowledge_hoarding_skill_effect = { VALUE = 15 }
				}
			}
			45 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				desc = not_true_tt
				send_interface_toast = {
					title = not_true_tt
					left_icon = root
					journey_knowledge_hoarding_skill_effect = { VALUE = 5 }
				}
			}
			5 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				desc = utterly_scammed_tt
				send_interface_toast = {
					title = utterly_scammed_tt
					left_icon = root
					remove_short_term_gold = minor_gold_value
					add_prestige = minor_prestige_loss
					set_nickname_effect = { NICKNAME = nick_the_gullible }
				}
			}
		}
		
		stress_impact = {
			base = minor_stress_impact_gain
			lazy = major_stress_impact_gain
			cynical = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					short_term_gold <= medium_gold_value
					has_trait = lazy
					has_trait = cynical
				}
			}
		}
	}

	option = {
		name = bp3_journey.1800.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
			is_valid_to_hire_court_position_type = travel_leader_court_position
			NOT = { has_trait = trusting }
		}
		
		pay_short_term_gold = {
			target = scope:local_character
			gold = tiny_gold_value
		}

		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = travel_leader
		}
		
		if = {
			limit = {
				culture != scope:local_character.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:local_character.culture
					value = 4
					desc = cultural_acceptance_gain_event
				}
			}
		}
		
		stress_impact = {
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = paranoid
				}
			}
		}
	}

	option = {
		name = bp3_journey.1800.a
		trigger = {
			NOT = { has_trait = trusting }
		}
		
		pay_short_term_gold = {
			target = scope:local_character
			gold = tiny_gold_value
		}
		
		random_list = {
			10 = {
				desc = beautiful_vista
				send_interface_toast = {
					title = beautiful_vista
					left_icon = root
					right_icon = scope:local_character
					add_prestige = medium_prestige_gain
				}
			}
			10 = {
				desc = relaxing_sights
				send_interface_toast = {
					title = relaxing_sights
					left_icon = root
					right_icon = scope:local_character
					add_stress = medium_stress_impact_loss
					add_prestige = minor_prestige_gain
				}
			}
			10 = {
				desc = interesting_insight
				send_interface_toast = {
					title = interesting_insight
					left_icon = root
					right_icon = scope:local_character
					add_character_modifier = {
						modifier = interesting_insight_modifier
						years = 9
					}
					add_prestige = minor_prestige_gain
				}
			}
		}

		stress_impact = {
			greedy = minor_stress_impact_gain
			cynical = minor_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					short_term_gold <= minor_gold_value
					has_trait = greedy
					has_trait = cynical
					has_trait = paranoid
				}
			}
		}
	}

	option = { 
		name = bp3_journey.1800.b
		
		trigger = {
			NOR = {
				has_activity_intent = journey_curiosity_intent
				has_trait = trusting
			}
			is_valid_to_hire_court_position_type = travel_leader_court_position
		}

		hire_for_court_position_journey_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = travel_leader
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.1800.c
		trigger = {
			NOT = { has_trait = trusting }
		}
		
		add_prestige = miniscule_prestige_gain

		ai_chance = {
			base = 1
		}
	}
	
	option = {
		name = bp3_journey.1800.trusting
		trigger = {
			has_trait = trusting
		}
		
		pay_short_term_gold = {
			target = scope:local_character
			gold = minor_gold_value
		}

		ai_chance = {
			base = 100
		}
	}
	
	after = {
		if = { # Cleanup
			limit = {
				root = {
					is_ai = yes
				}
				scope:local_character = {
					is_courtier = no
					has_character_flag = silently_disappear_me
				}
			}
			scope:local_character = {
				silent_disappearance_effect = yes
			}
		}
	}
}

# Poor X
bp3_journey.1900 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.1900.t
	desc = bp3_journey.1900.desc
	theme = journey_activity
	
	left_portrait = {
		character = scope:host
		animation = bribing
	}
	
	right_portrait = {
		character = scope:local_character
		animation = beg
	}
	
	cooldown = { years = 9 }

	trigger = {
		OR = {
			is_valid_to_hire_court_position_type = court_tutor_court_position
			is_valid_to_hire_court_position_type = royal_architect_court_position
			is_valid_to_hire_court_position_type = head_porter_camp_officer
			is_valid_to_hire_court_position_type = cupbearer_court_position
			is_valid_to_hire_court_position_type = witness_camp_officer
			is_valid_to_hire_court_position_type = court_poet_court_position
			is_valid_to_hire_court_position_type = chronicler_court_position
			is_valid_to_hire_court_position_type = second_camp_officer
			is_valid_to_hire_court_position_type = wet_nurse_court_position
			AND = {
				is_valid_to_hire_court_position_type = antiquarian_court_position
				OR = {
					NOT = { employs_court_position = antiquarian_court_position }
					AND = {
						employs_court_position = antiquarian_court_position
						any_court_position_holder = {
							type = antiquarian_court_position
							aptitude:antiquarian_court_position < 4
						}
					}
				}
			}
		}
	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		random_list = {
			1 = {
				trigger = {
					is_valid_to_hire_court_position_type = head_porter_camp_officer
				}
				modifier = {
					add = 99
					AND = {
						is_valid_to_hire_court_position_type = head_porter_camp_officer
						OR = {
							NOT = { employs_court_position = head_porter_camp_officer }
							AND = {
								employs_court_position = head_porter_camp_officer
								any_court_position_holder = {
									type = head_porter_camp_officer
									aptitude:head_porter_camp_officer < 4
								}
							}
						}
					}
				}
				journey_find_or_create_excellent_court_position_effect = {
					COURT_POSITION = head_porter_camp_officer
					LOCATION = scope:location
				}
			}
			1 = {
				trigger = {
					is_valid_to_hire_court_position_type = witness_camp_officer
				}
				modifier = {
					add = 99
					AND = {
						is_valid_to_hire_court_position_type = witness_camp_officer
						OR = {
							NOT = { employs_court_position = witness_camp_officer }
							AND = {
								employs_court_position = witness_camp_officer
								any_court_position_holder = {
									type = witness_camp_officer
									aptitude:witness_camp_officer < 4
								}
							}
						}
					}
				}
				journey_find_or_create_excellent_court_position_effect = {
					COURT_POSITION = witness_camp_officer
					LOCATION = scope:location
				}
			}
			1 = {
				trigger = {
					is_valid_to_hire_court_position_type = second_camp_officer
				}
				modifier = {
					add = 99
					AND = {
						is_valid_to_hire_court_position_type = second_camp_officer
						OR = {
							NOT = { employs_court_position = second_camp_officer }
							AND = {
								employs_court_position = second_camp_officer
								any_court_position_holder = {
									type = second_camp_officer
									aptitude:second_camp_officer < 4
								}
							}
						}
					}
				}
				journey_find_or_create_excellent_court_position_effect = {
					COURT_POSITION = second_camp_officer
					LOCATION = scope:location
				}
			}
			1 = {
				trigger = {
					is_valid_to_hire_court_position_type = court_tutor_court_position
				}
				modifier = {
					add = 99
					AND = {
						is_valid_to_hire_court_position_type = court_tutor_court_position
						OR = {
							NOT = { employs_court_position = court_tutor_court_position }
							AND = {
								employs_court_position = court_tutor_court_position
								any_court_position_holder = {
									type = court_tutor_court_position
									aptitude:court_tutor_court_position < 4
								}
							}
						}
					}
				}
				journey_find_or_create_excellent_court_position_effect = {
					COURT_POSITION = court_tutor_court_position
					LOCATION = scope:location
				}
			}
			1 = {
				trigger = {
					is_valid_to_hire_court_position_type = royal_architect_court_position
				}
				modifier = {
					add = 99
					AND = {
						is_valid_to_hire_court_position_type = royal_architect_court_position
						OR = {
							NOT = { employs_court_position = royal_architect_court_position }
							AND = {
								employs_court_position = royal_architect_court_position
								any_court_position_holder = {
									type = royal_architect_court_position
									aptitude:royal_architect_court_position < 4
								}
							}
						}
					}
				}
				journey_find_or_create_excellent_court_position_effect = {
					COURT_POSITION = royal_architect_court_position
					LOCATION = scope:location
				}
			}
			1 = {
				trigger = {
					is_valid_to_hire_court_position_type = cupbearer_court_position
				}
				modifier = {
					add = 99
					AND = {
						is_valid_to_hire_court_position_type = cupbearer_court_position
						OR = {
							NOT = { employs_court_position = cupbearer_court_position }
							AND = {
								employs_court_position = cupbearer_court_position
								any_court_position_holder = {
									type = cupbearer_court_position
									aptitude:cupbearer_court_position < 4
								}
							}
						}
					}
				}
				journey_find_or_create_excellent_court_position_effect = {
					COURT_POSITION = cupbearer_court_position
					LOCATION = scope:location
				}
			}
			1 = {
				trigger = {
					is_valid_to_hire_court_position_type = court_poet_court_position
				}
				modifier = {
					add = 99
					AND = {
						is_valid_to_hire_court_position_type = court_poet_court_position
						OR = {
							NOT = { employs_court_position = court_poet_court_position }
							AND = {
								employs_court_position = court_poet_court_position
								any_court_position_holder = {
									type = court_poet_court_position
									aptitude:court_poet_court_position < 4
								}
							}
						}
					}
				}
				journey_find_or_create_excellent_court_position_effect = {
					COURT_POSITION = court_poet_court_position
					LOCATION = scope:location
				}
			}
			1 = {
				trigger = {
					is_valid_to_hire_court_position_type = chronicler_court_position
				}
				modifier = {
					add = 99
					AND = {
						is_valid_to_hire_court_position_type = chronicler_court_position
						OR = {
							NOT = { employs_court_position = chronicler_court_position }
							AND = {
								employs_court_position = chronicler_court_position
								any_court_position_holder = {
									type = chronicler_court_position
									aptitude:chronicler_court_position < 4
								}
							}
						}
					}
				}
				journey_find_or_create_excellent_court_position_effect = {
					COURT_POSITION = chronicler_court_position
					LOCATION = scope:location
				}
			}
			1 = {
				trigger = {
					is_valid_to_hire_court_position_type = wet_nurse_court_position
				}
				modifier = {
					add = 99
					AND = {
						is_valid_to_hire_court_position_type = court_tutor_court_position
						OR = {
							NOT = { employs_court_position = court_tutor_court_position }
							AND = {
								employs_court_position = court_tutor_court_position
								any_court_position_holder = {
									type = court_tutor_court_position
									aptitude:court_tutor_court_position < 4
								}
							}
						}
					}
				}
				journey_find_or_create_excellent_court_position_effect = {
					COURT_POSITION = wet_nurse_court_position
					LOCATION = scope:location
				}
			}
			10 = {
				trigger = {
					AND = {
						is_valid_to_hire_court_position_type = antiquarian_court_position
						OR = {
							NOT = { employs_court_position = antiquarian_court_position }
							AND = {
								employs_court_position = antiquarian_court_position
								any_court_position_holder = {
									type = antiquarian_court_position
									aptitude:antiquarian_court_position < 4
								}
							}
						}
					}
				}
				journey_find_or_create_excellent_court_position_effect = {
					COURT_POSITION = antiquarian_court_position
					LOCATION = scope:location
				}
			}
		}
		scope:local_character = {
			add_character_flag = peasant_outfit
			add_character_flag = no_hat
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			OR = {
				AND = {
					is_valid_to_hire_court_position_type = second_camp_officer
					NOT = { employs_court_position = second_camp_officer }
				}
				AND = {
					is_valid_to_hire_court_position_type = witness_camp_officer
					NOT = { employs_court_position = witness_camp_officer }
				}
				AND = {
					is_valid_to_hire_court_position_type = head_porter_camp_officer
					NOT = { employs_court_position = head_porter_camp_officer }
				}
				AND = {
					is_valid_to_hire_court_position_type = court_tutor_court_position
					NOT = { employs_court_position = court_tutor_court_position }
				}
				AND = {
					is_valid_to_hire_court_position_type = royal_architect_court_position
					NOT = { employs_court_position = royal_architect_court_position }
				}
				AND = {
					is_valid_to_hire_court_position_type = cupbearer_court_position
					NOT = { employs_court_position = cupbearer_court_position }
				}
				AND = {
					is_valid_to_hire_court_position_type = court_poet_court_position
					NOT = { employs_court_position = court_poet_court_position }
				}
				AND = {
					is_valid_to_hire_court_position_type = chronicler_court_position
					NOT = { employs_court_position = chronicler_court_position }
				}
				# Wet Nurse and Antiquarian have bespoke events
			}
		}
	}
	
	option = {
		name = bp3_journey.option.spread_legend_intent
		trigger = {
			has_activity_intent = spread_legend_intent
		}
		
		add_character_modifier = {
			modifier = journey_apa_legend_modifier
			years = 15
		}
		
		add_prestige = miniscule_prestige_gain
		
		reverse_add_opinion = {
			modifier = annoyed_opinion
			opinion = -20
			target = scope:local_character
		}
		
		stress_impact = {
			humble = minor_stress_impact_gain
			content = major_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					gold <= minor_gold_value
					has_trait = humble
					has_trait = content
				}
			}
		}
	}

	option = { 
		name = bp3_journey.1900.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 25 }
		
		add_piety = miniscule_piety_gain
		
		pay_short_term_gold = {
			target = scope:local_character
			gold = tiny_gold_value
		}
		
		stress_impact = {
			base = minor_stress_impact_gain
			lazy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					short_term_gold <= minor_gold_value
					has_trait = lazy
				}
			}
		}
	}

	option = {
		name = bp3_journey.1900.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
		}
		
		if = {
			limit = {
				has_character_flag = court_tutor_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = court_tutor
			}
		}
		else_if = {
			limit = {
				has_character_flag = head_porter_camp_officer
			}
			journey_employ_in_camp_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = head_porter
			}
		}
		else_if = {
			limit = {
				has_character_flag = royal_architect_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = royal_architect
			}
		}
		else_if = {
			limit = {
				has_character_flag = witness_camp_officer
			}
			journey_employ_in_camp_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = witness
			}
		}
		else_if = {
			limit = {
				has_character_flag = cupbearer_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = cupbearer
			}
		}
		else_if = {
			limit = {
				has_character_flag = court_poet_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = court_poet
			}
		}
		else_if = {
			limit = {
				has_character_flag = second_camp_officer
			}
			journey_employ_in_camp_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = second
			}
		}
		else_if = {
			limit = {
				has_character_flag = chronicler_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = chronicler
			}
		}
		else_if = {
			limit = {
				has_character_flag = wet_nurse_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = wet_nurse
			}
		}
		else_if = {
			limit = {
				has_character_flag = antiquarian_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = antiquarian
			}
		}
		
		add_hook = {
			type = strong_obligation_hook
			target = scope:local_character
		}
		custom_tooltip = obligation_hook_tt
		
		if = {
			limit = {
				culture != scope:local_character.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:local_character.culture
					value = 2
					desc = cultural_acceptance_gain_event
				}
			}
		}
		
		stress_impact = {
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = paranoid
				}
			}
		}
	}

	option = {
		name = bp3_journey.1900.a
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 5 }
		
		add_piety = miniscule_piety_gain
		
		pay_short_term_gold = {
			target = scope:local_character
			gold = tiny_gold_value
		}

		stress_impact = {
			greedy = minor_stress_impact_gain
			cynical = minor_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					short_term_gold <= minor_gold_value
					has_trait = greedy
					has_trait = cynical
					has_trait = paranoid
				}
			}
		}
	}

	option = { 
		name = bp3_journey.1900.b
		trigger = {
			NOT = { has_activity_intent = journey_curiosity_intent }
		}
		
		if = {
			limit = {
				has_character_flag = court_tutor_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = court_tutor
			}
		}
		else_if = {
			limit = {
				has_character_flag = head_porter_camp_officer
			}
			journey_employ_in_camp_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = head_porter
			}
		}
		else_if = {
			limit = {
				has_character_flag = royal_architect_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = royal_architect
			}
		}
		else_if = {
			limit = {
				has_character_flag = witness_camp_officer
			}
			journey_employ_in_camp_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = witness
			}
		}
		else_if = {
			limit = {
				has_character_flag = cupbearer_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = cupbearer
			}
		}
		else_if = {
			limit = {
				has_character_flag = court_poet_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = court_poet
			}
		}
		else_if = {
			limit = {
				has_character_flag = second_camp_officer
			}
			journey_employ_in_camp_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = second
			}
		}
		else_if = {
			limit = {
				has_character_flag = chronicler_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = chronicler
			}
		}
		else_if = {
			limit = {
				has_character_flag = wet_nurse_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = wet_nurse
			}
		}
		else_if = {
			limit = {
				has_character_flag = antiquarian_court_position
			}
			journey_employ_in_court_position = {
				CHARACTER = scope:local_character
				COURT_POSITION = antiquarian
			}
		}
		
		add_hook = {
			type = obligation_hook
			target = scope:local_character
		}
		custom_tooltip = obligation_hook_tt

		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.1900.c
		
		add_prestige = miniscule_prestige_gain

		ai_chance = {
			base = 1
		}
	}
	
	after = {
		if = { # Cleanup
			limit = {
				root = {
					is_ai = yes
				}
				scope:local_character = {
					is_courtier = no
					has_character_flag = silently_disappear_me
				}
			}
			scope:local_character = {
				silent_disappearance_effect = yes
			}
		}
		scope:local_character = {
			remove_character_flag = peasant_outfit
			remove_character_flag = no_hat
		}
		remove_character_flag = court_tutor_court_position
		remove_character_flag = royal_architect_court_position
		remove_character_flag = cupbearer_court_position
		remove_character_flag = court_poet_court_position
		remove_character_flag = chronicler_court_position
		remove_character_flag = wet_nurse_court_position
		remove_character_flag = antiquarian_court_position
	}
}

# A Walking Legend
bp3_journey.2000 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.2000.t
	desc = bp3_journey.2000.desc
	theme = journey_activity
	
	left_portrait = {
		character = scope:host
		animation = hero_flex
	}
	
	right_portrait = {
		character = scope:new_promoter
		triggered_animation = {
			trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
			animation = acknowledging # anim uses crucifix scepter
		}
		animation = war_over_tie
	}
	
	cooldown = { years = 3 }

	trigger = {
		has_activity_intent = spread_legend_intent
		exists = promoted_legend
		OR = {
			scope:activity.activity_location.county.holder = {
				is_available_ai_adult = yes
				NOR = {
					exists = promoted_legend
					this = root
					has_relation_rival = root
					has_relation_friend = root
					has_relation_lover = root
					is_close_or_extended_family_of = root
				}
			}
			scope:activity.activity_location.county = {
				any_neighboring_county = {
					holder = {
						is_available_ai_adult = yes
						NOR = {
							exists = promoted_legend
							this = root
							has_relation_rival = root
							has_relation_friend = root
							has_relation_lover = root
							is_close_or_extended_family_of = root
						}
					}
				}
			}
		}
	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		random_list = {
			10 = {
				trigger = {
					scope:activity.activity_location.county.holder = {
						is_available_ai_adult = yes
						NOR = {
							exists = promoted_legend
							this = root
							has_relation_rival = root
							has_relation_friend = root
							has_relation_lover = root
							is_close_or_extended_family_of = root
						}
					}
				}
				scope:activity.activity_location.county.holder = { save_scope_as = new_promoter }
			}
			10 = {
				trigger = {
					scope:activity.activity_location.county = {
						any_neighboring_county = {
							holder = {
								is_available_ai_adult = yes
								NOR = {
									exists = promoted_legend
									this = root
									has_relation_rival = root
									has_relation_friend = root
									has_relation_lover = root
									is_close_or_extended_family_of = root
								}
							}
						}
					}
				}
				scope:activity.activity_location.county.holder = { save_scope_as = new_promoter }
				scope:activity.activity_location.county = {
					random_neighboring_county = {
						limit = {
							holder = {
								is_available_ai_adult = yes
								NOR = {
									exists = promoted_legend
									this = root
									has_relation_rival = root
									has_relation_friend = root
									has_relation_lover = root
									is_close_or_extended_family_of = root
								}
							}
						}
						holder = { save_scope_as = new_promoter }
					}
				}
			}
		}
	}

	option = {
		name = bp3_journey.2000.a
		
		remove_short_term_gold = minor_gold_value
		add_prestige = medium_prestige_gain
		promoted_legend = {
			change_legend_quality_effect = { VALUE = minor_legend_quality_increase }
		}
		scope:new_promoter = {
			set_promoted_legend = root.promoted_legend
		}

		stress_impact = {
			greedy = minor_stress_impact_gain
			cynical = minor_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					short_term_gold <= minor_gold_value
					has_trait = greedy
					has_trait = cynical
					has_trait = paranoid
				}
			}
		}
	}

	option = { 
		name = bp3_journey.2000.b
		
		scope:new_promoter = {
			set_promoted_legend = root.promoted_legend
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.2000.c
		
		add_prestige = miniscule_prestige_gain
		reverse_add_opinion = {
			target = scope:new_promoter
			modifier = rude_opinion
			opinion = -20
		}

		ai_chance = {
			base = 1
		}
	}
}

# A Local Specialty
bp3_journey.2100 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.2100.t
	desc = bp3_journey.2100.desc
	theme = journey_activity
	
	override_background = { reference = market }
	
	left_portrait = {
		character = scope:host
		animation = drink
	}
	
	right_portrait = {
		character = scope:local_character
		animation = debating
	}
	
	cooldown = { years = 9 }

	trigger = {

	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				is_valid_to_hire_court_position_type = camp_cook_camp_officer
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = camp_cook_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#food_taster_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = camp_cook_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#food_taster_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = camp_cook_camp_officer
					}
				}
				random_court_position_holder = {
					type = camp_cook_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = camp_cook_camp_officer
			}
			create_character = {
				template = camp_cook_camp_officer_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = camp_cook_camp_officer
					}
				}
				random_court_position_holder = {
					type = camp_cook_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = food_taster_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					food_taster_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = food_taster_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					food_taster_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = food_taster_court_position
					}
				}
				random_court_position_holder = {
					type = food_taster_court_position
					save_scope_as = current_holder
				}
			}
		}
		else = {
			create_character = {
				template = food_taster_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = food_taster_court_position
					}
				}
				random_court_position_holder = {
					type = food_taster_court_position
					save_scope_as = current_holder
				}
			}
		}
		hidden_effect = {
			scope:local_character = {
				set_favorite_treat_effect = yes
				change_current_weight = 150
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			is_valid_to_hire_court_position_type = food_taster_court_position
			NOT = { employs_court_position = food_taster_court_position }
		}
		modifier = {
			add = 1
			is_valid_to_hire_court_position_type = camp_cook_camp_officer
			NOT = { employs_court_position = camp_cook_camp_officer }
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = stewardship_skill_focus
			}
		}
		modifier = {
			add = 1
			has_trait = gluttonous
		}
		modifier = {
			add = 1
			has_trait = comfort_eater
		}
	}

	option = { 
		name = bp3_journey.2100.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 10 }
		
		food_poison_chance_effect = yes
		
		stress_impact = {
			base = miniscule_stress_impact_gain
			gluttonous = minor_stress_impact_loss
			comfort_eater = minor_stress_impact_loss
			temperate = minor_stress_impact_gain
			inappetetic = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = temperate
					has_trait = inappetetic
				}
			}
		}
	}

	option = {
		name = bp3_journey.2100.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
			culture != scope:local_character.culture
		}
		
		add_prestige = miniscule_prestige_gain
		
		food_poison_chance_effect = yes
		
		culture = {
			change_cultural_acceptance = {
				target = scope:local_character.culture
				value = 4
				desc = cultural_acceptance_gain_event
			}
		}
		
		stress_impact = {
			gluttonous = minor_stress_impact_loss
			comfort_eater = minor_stress_impact_loss
			temperate = minor_stress_impact_gain
			inappetetic = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = inappetetic
					has_trait = temperate
				}
			}
		}
	}

	option = {
		name = bp3_journey.2100.curiosity_2
		trigger = {
			has_activity_intent = journey_curiosity_intent
		}

		hire_for_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = food_taster
			LAAMP_POSITION = camp_cook
		}
		
		stress_impact = {
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.2100.a
		
		add_character_modifier = {
			modifier = good_soup_modifier
			years = 2
		}

		stress_impact = {
			base = minor_stress_impact_loss
			inappetetic = minor_stress_impact_gain
		}

		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_trait = inappetetic
					stress <= 10
				}
			}
		}
	}

	option = { 
		name = bp3_journey.2100.b
		
		trigger = {
			OR = {
				is_valid_to_hire_court_position_type = camp_cook_camp_officer
				is_valid_to_hire_court_position_type = food_taster_court_position
			}
			NOT = { has_activity_intent = journey_curiosity_intent }
		}
		
		hire_for_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = food_taster
			LAAMP_POSITION = camp_cook
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.2100.c
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 2 }

		ai_chance = {
			base = 1
		}
	}
	
	after = {
		if = { # Cleanup
			limit = {
				root = {
					is_ai = yes
				}
				scope:local_character = {
					is_courtier = no
					has_character_flag = silently_disappear_me
				}
			}
			scope:local_character = {
				silent_disappearance_effect = yes
			}
		}
	}
}

# The Siren of Place
bp3_journey.2200 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.2200.t
	desc = bp3_journey.2200.desc
	theme = journey_activity
	
	override_background = { reference = alley_night }
	
	left_portrait = {
		character = scope:host
		animation = shame
	}
	
	right_portrait = {
		character = scope:local_character
		animation = reception_bride_right
	}
	
	cooldown = { years = 9 }

	trigger = {
		OR = {
			is_valid_to_hire_court_position_type = master_of_spoils_camp_officer
			is_valid_to_hire_court_position_type = wet_nurse_court_position
			is_valid_to_hire_court_position_type = bodyguard_court_position
		}
	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = wet_nurse_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					wet_nurse_validity_trigger = { EMPLOYER = root }
				}
				is_valid_to_hire_court_position_type = wet_nurse_court_position
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = wet_nurse_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					wet_nurse_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
				save_scope_as = wet_nurse
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = wet_nurse_court_position
					}
				}
				random_court_position_holder = {
					type = wet_nurse_court_position
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = wet_nurse_court_position
			}
			create_character = {
				template = wet_nurse_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			save_scope_as = wet_nurse
			save_scope_as = generated
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = wet_nurse_court_position
					}
				}
				random_court_position_holder = {
					type = wet_nurse_court_position
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = master_of_spoils_camp_officer
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = master_of_spoils_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					bodyguard_validity_trigger = { EMPLOYER = root }
				}
				is_valid_to_hire_court_position_type = master_of_spoils_camp_officer
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = master_of_spoils_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					bodyguard_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
				save_scope_as = master_of_spoils_camp_officer
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = master_of_spoils_camp_officer
					}
				}
				random_court_position_holder = {
					type = master_of_spoils_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = master_of_spoils_camp_officer
			}
			create_character = {
				template = master_of_spoils_camp_officer_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			save_scope_as = master_of_spoils_camp_officer
			save_scope_as = generated
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = master_of_spoils_camp_officer
					}
				}
				random_court_position_holder = {
					type = master_of_spoils_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = bodyguard_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					bodyguard_validity_trigger = { EMPLOYER = root }
				}
				is_valid_to_hire_court_position_type = bodyguard_court_position
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = bodyguard_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					bodyguard_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
				save_scope_as = bodyguard
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = bodyguard_court_position
					}
				}
				random_court_position_holder = {
					type = bodyguard_court_position
					save_scope_as = current_holder
				}
			}
		}
		else = {
			create_character = {
				template = bodyguard_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			save_scope_as = bodyguard
			save_scope_as = generated
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = bodyguard_court_position
					}
				}
				random_court_position_holder = {
					type = bodyguard_court_position
					save_scope_as = current_holder
				}
			}
		}
		hidden_effect = {
			scope:local_character = {
				if = {
					limit = {
						exists = scope:generated
					}
					remove_trait = beauty_bad_1
					remove_trait = beauty_bad_2
					remove_trait = beauty_bad_3
					random_list = {
						33 = { add_trait = beauty_good_1 }
						33 = { add_trait = beauty_good_2 }
						33 = { add_trait = beauty_good_3 }
					}
				}
				change_current_weight = 25
				set_sexuality = bisexual
				add_trait = fornicator
			}
		}
		set_random_entertainment_text_effect = yes
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			AND = {
				is_valid_to_hire_court_position_type = wet_nurse_court_position
				NOT = { employs_court_position = wet_nurse_court_position }
			}
			# Bodyguard has a bespoke event
		}
		modifier = {
			add = 1
			AND = {
				is_valid_to_hire_court_position_type = bodyguard_court_position
				NOT = { employs_court_position = bodyguard_court_position }
			}
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = intrigue_skill_focus
			}
		}
		modifier = {
			add = 1
			has_trait = rakish
		}
		modifier = {
			add = 1
			has_trait = lustful
		}
	}
	
	option = {
		name = bp3_journey.2200.spread_legend_intent
		trigger = {
			has_activity_intent = spread_legend_intent
		}
		
		add_character_modifier = {
			modifier = journey_apa_legend_modifier
			years = 15
		}
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 5 }
		
		reverse_add_opinion = {
			modifier = impressed_opinion
			opinion = 20
			target = scope:local_character
		}
		
		stress_impact = {
			shy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = shy

			}
		}
	}

	option = {
		name = bp3_journey.2200.knowledge_hoarding
		flavor = local_monument_tt
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 15 }
		
		pay_short_term_gold = {
			target = scope:local_character
			gold = tiny_gold_value
		}
		stress_impact = {
			base = miniscule_stress_impact_gain
			lustful = minor_stress_impact_gain
			impatient = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					short_term_gold <= minor_gold_value
					has_trait = lustful
					has_trait = impatient
				}
			}
		}
	}

	option = {
		name = bp3_journey.2200.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
		}
		
		hidden_effect = {
			scope:local_character = {
				add_to_court_and_entourage_effect = yes
			}
		}

		hire_for_two_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = wet_nurse
			COURT_POSITION_2 = bodyguard
			LAAMP_POSITION = master_of_spoils
		}
		
		if = {
			limit = {
				culture != root.location.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = root.location.culture
					value = 1
					desc = cultural_acceptance_gain_event
				}
			}
		}
		
		stress_impact = {
			callous = medium_stress_impact_gain
			sadistic = medium_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = sadistic
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.2200.curiosity_2
		trigger = {
			has_activity_intent = journey_curiosity_intent
			matching_gender_and_sexuality_trigger = {
				CHARACTER_1 = root
				CHARACTER_2 = scope:local_character
			}
			NOT = { has_trait = celibate }
			can_set_relation_lover_trigger = { CHARACTER = scope:local_character }
		}
		
		hidden_effect = {
			scope:local_character = {
				add_to_court_and_entourage_effect = yes
			}
		}
		
		had_sex_with_effect = {
			CHARACTER = scope:local_character
			PREGNANCY_CHANCE = pregnancy_chance
		}
		
		set_relation_lover = {
			target = scope:local_character
			reason = lover_fell_in_love_with_prostitute_by_monument
			province = root.location
		}
		
		if = {
			limit = {
				culture != root.location.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = root.location.culture
					value = 1
					desc = cultural_acceptance_gain_event
				}
			}
		}
		
		stress_impact = {  
			base = medium_stress_impact_loss
			rakish = medium_stress_impact_loss
			seducer = medium_stress_impact_loss
			paranoid = medium_stress_impact_gain
			chaste = massive_stress_impact_gain
			shy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 5
			modifier = {
				add = 95
				OR = {
					has_trait = lustful
					has_trait = rakish
					has_trait = seducer
				}
			}
			modifier = {
				factor = 0
				might_cheat_on_every_partner_trigger = no
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = chaste
					has_trait = shy
				}
			}
		}
	}

	option = {
		name = bp3_journey.2200.a_2
		
		trigger = {
			OR = {
				NOT = {
					matching_gender_and_sexuality_trigger = {
						CHARACTER_1 = root
						CHARACTER_2 = scope:local_character
					}
				}
				has_trait = celibate
			}
		}

		stress_impact = {  
			base = medium_stress_impact_loss
			paranoid = medium_stress_impact_gain
			shy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				stress <= 25
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = shy
				}
			}
		}
	}

	option = {
		name = bp3_journey.2200.a
		
		trigger = {
			matching_gender_and_sexuality_trigger = {
				CHARACTER_1 = root
				CHARACTER_2 = scope:local_character
			}
			NOT = { has_trait = celibate }
		}
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 5 }
		
		had_sex_with_effect = {
			CHARACTER = scope:local_character
			PREGNANCY_CHANCE = pregnancy_chance
		}

		stress_impact = {  
			base = medium_stress_impact_loss
			lustful = medium_stress_impact_loss
			rakish = medium_stress_impact_loss
			seducer = medium_stress_impact_loss
			paranoid = medium_stress_impact_gain
			chaste = massive_stress_impact_gain
			shy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 5
			modifier = {
				add = 95
				OR = {
					has_trait = lustful
					has_trait = rakish
					has_trait = seducer
				}
			}
			modifier = {
				factor = 0
				might_cheat_on_every_partner_trigger = no
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = chaste
					has_trait = shy
				}
			}
		}
	}

	option = {
		name = bp3_journey.2200.b
		
		trigger = {
			NOT = { has_activity_intent = journey_curiosity_intent }
		}

		hire_for_two_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = wet_nurse
			COURT_POSITION_2 = bodyguard
			LAAMP_POSITION = master_of_spoils
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.2200.c
		
		add_prestige = miniscule_prestige_gain
		journey_knowledge_hoarding_skill_effect = { VALUE = 2 }

		ai_chance = {
			base = 1
		}
	}
	
	after = {
		if = { # Cleanup
			limit = {
				root = {
					is_ai = yes
				}
				scope:local_character = {
					is_courtier = no
					has_character_flag = silently_disappear_me
				}
			}
			scope:local_character = {
				silent_disappearance_effect = yes
			}
		}
	}
}

# X's CulturalUnit
bp3_journey.2300 = {
	type = activity_event
	content_source = dlc_015
	title = bp3_journey.2300.t
	desc = bp3_journey.2300.desc
	theme = journey_activity
	
	override_background = { reference = courtyard }
	
	left_portrait = {
		character = scope:host
		animation = thinking
	}
	
	center_portrait = {
		character = scope:local_ruler
		triggered_animation = {
			trigger = { OR = { religion = religion:eastern_orthodox_religion religion = religion:catholic_religion religion = religion:protestant_religion } }
			animation = acknowledging # anim uses crucifix scepter
		}
		animation = war_over_tie
		camera = camera_event_very_left
	}
	
	right_portrait = {
		character = scope:local_character
		triggered_animation = {
			trigger = {
				scope:regiment = {
					OR = {
						is_unit_type = archers
						is_unit_type = skirmishers
					}
				}
			}
			scripted_animation = bow_closed
		}
		triggered_animation = {
			trigger = {
				scope:regiment = {
					is_unit_type = pikemen
				}
			}
			animation = throne_room_two_handed_passive_1
		}
		animation = inspect_weapon
	}
	
	cooldown = { years = 9 }

	trigger = {
		scope:activity.activity_location.county.holder ?= {
			is_available_ai_adult = yes
			culture = scope:activity.activity_location.culture
			NOR = {
				this = root
				culture = { has_same_culture_heritage = root.culture }
				is_close_or_extended_family_of = root
				dynasty ?= root.dynasty
				has_relation_friend = root
				has_relation_rival = root
				has_relation_lover = root
			}
			any_maa_regiment = {
				NOR = {
					is_unit_type = siege_weapon
					is_maa_type = light_footmen
					is_maa_type = bowmen
					is_maa_type = light_horsemen
					is_maa_type = pikemen_unit
					is_maa_type = armored_footmen
					is_maa_type = armored_horsemen
					is_maa_type = crossbowmen
					is_maa_type = house_guard
					is_maa_type = horse_archers
					is_maa_type = steppe_raiders
					is_maa_type = heavy_horse_archers
					is_maa_type = nomad_lancers
				}
			}
		}
	}

	immediate = {
		scope:activity.activity_location = { save_scope_as = location }
		scope:activity.activity_location.county.holder = {
			save_scope_as = local_ruler
			random_maa_regiment = {
				limit = {
					NOR = {
						is_unit_type = siege_weapon
						is_maa_type = light_footmen
						is_maa_type = bowmen
						is_maa_type = light_horsemen
						is_maa_type = pikemen_unit
						is_maa_type = armored_footmen
						is_maa_type = armored_horsemen
						is_maa_type = crossbowmen
						is_maa_type = house_guard
						is_maa_type = horse_archers
						is_maa_type = steppe_raiders
						is_maa_type = heavy_horse_archers
						is_maa_type = nomad_lancers
					}
				}
				save_scope_as = regiment
			}
		}
		if = {
			limit = {
				is_valid_to_hire_court_position_type = master_of_arms_camp_officer
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = master_of_arms_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#champion_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = master_of_arms_camp_officer
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					#champion_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = master_of_arms_camp_officer
					}
				}
				random_court_position_holder = {
					type = master_of_arms_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				is_valid_to_hire_court_position_type = master_of_arms_camp_officer
			}
			create_character = {
				template = master_of_arms_camp_officer_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = master_of_arms_camp_officer
					}
				}
				random_court_position_holder = {
					type = master_of_arms_camp_officer
					save_scope_as = current_holder
				}
			}
		}
		else_if = {
			limit = {
				any_pool_character = {
					province = scope:location
					culture = scope:location.culture
					aptitude = {
						court_position = champion_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					champion_validity_trigger = { EMPLOYER = root }
				}
			}
			random_pool_character = {
				province = scope:location
				limit = {
					culture = scope:location.culture
					aptitude = {
						court_position = champion_court_position
						value >= 4
					}
					is_available_healthy_ai_adult = yes
					champion_validity_trigger = { EMPLOYER = root }
				}
				save_scope_as = local_character
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = champion_court_position
					}
				}
				random_court_position_holder = {
					type = champion_court_position
					save_scope_as = current_holder
				}
			}
		}
		else = {
			create_character = {
				template = champion_court_position_template
				location = scope:location
				culture = scope:location.culture
				faith = scope:location.faith
				save_scope_as = local_character
			}
			scope:local_character = {
				add_character_flag = {
					flag = silently_disappear_me
					years = 1
				}
			}
			if = {
				limit = {
					any_court_position_holder = {
						type = champion_court_position
					}
				}
				random_court_position_holder = {
					type = champion_court_position
					save_scope_as = current_holder
				}
			}
		}
		hidden_effect = {
			scope:local_character = {
				add_character_flag = military_outfit
			}
		}
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			add = 1
			is_valid_to_hire_court_position_type = champion_court_position
			NOT = { employs_court_position = champion_court_position }
		}
		modifier = {
			add = 1
			scope:activity = {
				has_variable = martial_skill_focus
			}
		}
	}

	option = {
		name = bp3_journey.2300.knowledge_hoarding
		trigger = {
			has_activity_intent = journey_knowledge_hoarding_intent
		}
		
		progress_towards_friend_effect = {
			REASON = friend_bonded_by_monument
			CHARACTER = scope:local_ruler
			OPINION = 30
		}
		
		journey_knowledge_hoarding_skill_effect = { VALUE = 10 }
		
		stress_impact = {
			base = minor_stress_impact_gain
			gregarious = minor_stress_impact_loss
			shy = minor_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = shy
					has_trait = paranoid
				}
			}
		}
	}

	option = {
		name = bp3_journey.2300.curiosity
		trigger = {
			has_activity_intent = journey_curiosity_intent
			culture != scope:local_character.culture
		}
		
		progress_towards_friend_effect = {
			REASON = friend_bonded_by_monument
			CHARACTER = scope:local_ruler
			OPINION = 30
		}
		
		if = {
			limit = {
				culture != scope:local_character.culture
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:local_character.culture
					value = 2
					desc = cultural_acceptance_gain_event
				}
			}
		}
		
		stress_impact = {
			gregarious = minor_stress_impact_loss
			shy = minor_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = shy
					has_trait = paranoid
				}
			}
		}
	}

	option = {
		name = bp3_journey.2300.curiosity_2
		trigger = {
			has_activity_intent = journey_curiosity_intent
		}

		hire_for_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = champion
			LAAMP_POSITION = master_of_arms
		}
		
		progress_towards_friend_effect = {
			REASON = friend_bonded_by_monument
			CHARACTER = scope:local_ruler
			OPINION = 30
		}
		
		stress_impact = {
			gregarious = minor_stress_impact_loss
			shy = minor_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = shy
					has_trait = paranoid
				}
			}
		}
	}

	option = {
		name = bp3_journey.2300.a
		
		trigger = {
			maa_regiments_count <= max_regiment_count_plus_one
		}
		
		add_prestige = minor_prestige_gain
		
		reverse_add_opinion = {
			target = scope:local_ruler
			modifier = respect_opinion
			opinion = 20
		}
		
		pay_treasury_or_gold = {
			target = scope:local_ruler
			value = medium_treasury_or_gold_value
		}
		
		create_maa_regiment = {
			type_of = scope:regiment
			check_can_recruit = no
			size = 1
		}

		stress_impact = {
			content = minor_stress_impact_gain
			craven = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_trait = content
					has_trait = craven
					has_trait = arrogant
					short_term_treasury_or_gold <= major_treasury_or_gold_value
				}
			}
		}
	}

	option = { 
		name = bp3_journey.2300.b
		
		trigger = {
			OR = {
				is_valid_to_hire_court_position_type = champion_court_position
				is_valid_to_hire_court_position_type = master_of_arms_camp_officer
			}
			NOT = { has_activity_intent = journey_curiosity_intent }
		}
		
		reverse_add_opinion = {
			target = scope:local_ruler
			modifier = annoyed_opinion
			opinion = -10
		}

		hire_for_court_position_journey_laamp_replacement_effect = {
			CHARACTER = scope:local_character
			COURT_POSITION = champion
			LAAMP_POSITION = master_of_arms
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 1
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
				}
			}
		}
	}

	option = {
		name = bp3_journey.2300.c
		
		add_prestige = miniscule_prestige_gain
		
		reverse_add_opinion = {
			target = scope:local_ruler
			modifier = flattered_opinion
			opinion = 10
		}

		ai_chance = {
			base = 1
		}
	}
	
	after = {
		if = { # Cleanup
			limit = {
				root = {
					is_ai = yes
				}
				scope:local_character = {
					is_courtier = no
					has_character_flag = silently_disappear_me
				}
			}
			scope:local_character = {
				silent_disappearance_effect = yes
			}
		}
	}
}
