﻿# Various character difficulty values for use with Choose your Destiny
skill_difficulty_measurement_value = {
	value = {
		value = 50
		subtract = diplomacy
		subtract = stewardship
		subtract = martial
		subtract = intrigue
		subtract = learning
		if = {
			limit = {
				is_adult = no
			}
			subtract = 10
		}
		multiply = 10
		desc = skills_difficulty
	}
}

legitimacy_difficulty_value = {
	if = {
		limit = {
			is_ruler = yes
			highest_held_title_tier <= tier_county
			government_allows = legitimacy
			legitimacy_level <= 0
		}
		add = {
			value = 100
			desc = legitimacy_difficulty
		}
	}
	else_if = {
		limit = {
			highest_held_title_tier = tier_duchy
			government_allows = legitimacy
			legitimacy_level <= 1
		}
		add = {
			value = {
				value = 100
				if = {
					limit = {
						legitimacy_level <= 0
					}
					add = 100
				}
			}
			desc = legitimacy_difficulty
		}
	}
	else_if = {
		limit = {
			highest_held_title_tier > tier_duchy
			government_allows = legitimacy
			legitimacy_level <= 2
		}
		add = {
			value = {
				value = 200
				if = {
					limit = {
						legitimacy_level <= 1
					}
					add = 200
				}
				if = {
					limit = {
						legitimacy_level <= 0
					}
					add = 300
				}
			}
			desc = legitimacy_difficulty
		}
	}
	else_if = {
		limit = {
			government_allows = legitimacy
			legitimacy_level >= 5
		}
		add = {
			value = {
				value = -100
			}
			desc = legitimacy_difficulty
		}
	}
	else_if = {
		limit = {
			highest_held_title_tier <= tier_duchy
			government_allows = legitimacy
			legitimacy_level >= 4
		}
		add = {
			value = {
				value = -50
			}
			desc = legitimacy_difficulty
		}
	}
}

extreme_trait_difficulty = 500
very_high_trait_difficulty = 200
high_trait_difficulty = 100
medium_trait_difficulty = 50
medium_low_trait_difficulty = 20
low_trait_difficulty = 10

negative_extreme_trait_difficulty = -250
negative_very_high_trait_difficulty = -100
negative_high_trait_difficulty = -50
negative_medium_trait_difficulty = -25
negative_medium_low_trait_difficulty = -10
negative_low_trait_difficulty = -5

trait_difficulty_values = {
	#Positives!
	if = {
		limit = {
			num_virtuous_traits > 0
		}
		add = {
			value = negative_high_trait_difficulty
			multiply = num_virtuous_traits
			desc = virtuous_traits_difficulty
		}
	}
	if = {
		limit = {
			has_trait = physique_good_3
		}
		add = {
			value = negative_high_trait_difficulty
			desc = physique_good_3_difficulty
		}
	}
	if = {
		limit = {
			has_trait = physique_good_2
		}
		add = {
			value = negative_medium_trait_difficulty
			desc = physique_good_2_difficulty
		}
	}
	if = {
		limit = {
			has_trait = physique_good_1
		}
		add = {
			value = negative_medium_low_trait_difficulty
			desc = physique_good_1_difficulty
		}
	}
	if = {
		limit = {
			has_trait = intellect_good_3
		}
		add = {
			value = negative_high_trait_difficulty
			desc = intellect_good_3_difficulty
		}
	}
	if = {
		limit = {
			has_trait = intellect_good_2
		}
		add = {
			value = negative_medium_trait_difficulty
			desc = intellect_good_2_difficulty
		}
	}
	if = {
		limit = {
			has_trait = intellect_good_1
		}
		add = {
			value = negative_medium_low_trait_difficulty
			desc = intellect_good_1_difficulty
		}
	}
	if = {
		limit = {
			has_trait = beauty_good_3
		}
		add = {
			value = negative_high_trait_difficulty
			desc = beauty_good_3_difficulty
		}
	}
	if = {
		limit = {
			has_trait = beauty_good_2
		}
		add = {
			value = negative_medium_trait_difficulty
			desc = beauty_good_2_difficulty
		}
	}
	if = {
		limit = {
			has_trait = beauty_good_1
		}
		add = {
			value = negative_medium_low_trait_difficulty
			desc = beauty_good_1_difficulty
		}
	}
	if = {
		limit = {
			has_trait = shrewd
		}
		add = {
			value = negative_medium_trait_difficulty
			desc = shrewd_difficulty
		}
	}
	if = {
		limit = {
			has_trait = strong
		}
		add = {
			value = negative_medium_trait_difficulty
			desc = strong_difficulty
		}
	}
	
	#Negatives!
	if = {
		limit = {
			num_sinful_traits > 0
		}
		add = {
			value = medium_trait_difficulty
			multiply = num_sinful_traits
			desc = sinful_traits_difficulty
		}
	}
	if = {
		limit = {
			has_trait = incapable
		}
		add = {
			value = extreme_trait_difficulty
			desc = incapable_difficulty
		}
	}
	if = {
		limit = {
			has_trait = leper
		}
		add = {
			value = extreme_trait_difficulty
			desc = leper_difficulty
		}
	}
	if = {
		limit = {
			has_trait = maimed
		}
		add = {
			value = extreme_trait_difficulty
			desc = maimed_difficulty
		}
	}
	if = {
		limit = {
			has_trait = inbred
		}
		add = {
			value = extreme_trait_difficulty
			desc = inbred_difficulty
		}
	}
	if = {
		limit = {
			OR = {
				has_trait = wounded_2
				has_trait = wounded_3
			}
		}
		add = {
			value = extreme_trait_difficulty
			desc = severely_wounded_difficulty
		}
	}
	if = {
		limit = {
			has_trait = disinherited
		}
		add = {
			value = high_trait_difficulty
			desc = disinherited_difficulty
		}
	}
	if = {
		limit = {
			has_trait = sickly
		}
		add = {
			value = high_trait_difficulty
			desc = sickly_difficulty
		}
	}
	if = {
		limit = {
			OR = {
				has_trait = early_great_pox
				has_trait = great_pox
			}
		}
		add = {
			value = high_trait_difficulty
			desc = poxed_difficulty
		}
	}
	if = {
		limit = {
			has_trait = blind
		}
		add = {
			value = high_trait_difficulty
			desc = blind_difficulty
		}
	}
	if = {
		limit = {
			has_trait = infirm
		}
		add = {
			value = high_trait_difficulty
			desc = infirm_difficulty
		}
	}
	if = {
		limit = {
			is_eunuch_trigger = yes
		}
		add = {
			value = high_trait_difficulty
			desc = eunuch_difficulty
		}
	}
	if = {
		limit = {
			has_trait = lunatic
		}
		add = {
			value = high_trait_difficulty
			desc = lunatic_difficulty
		}
	}
	if = {
		limit = {
			has_trait = murderer
		}
		add = {
			value = high_trait_difficulty
			desc = murderer_difficulty
		}
	}
	if = {
		limit = {
			has_trait = excommunicated
		}
		add = {
			value = high_trait_difficulty
			desc = excommunicated_difficulty
		}
	}
	if = {
		limit = {
			has_trait = bleeder
		}
		add = {
			value = high_trait_difficulty
			desc = bleeder_difficulty
		}
	}
	if = {
		limit = {
			has_trait = physique_bad_3
		}
		add = {
			value = high_trait_difficulty
			desc = physique_bad_3_difficulty
		}
	}
	if = {
		limit = {
			has_trait = physique_bad_2
		}
		add = {
			value = medium_trait_difficulty
			desc = physique_bad_2_difficulty
		}
	}
	if = {
		limit = {
			has_trait = physique_bad_1
		}
		add = {
			value = medium_low_trait_difficulty
			desc = physique_bad_1_difficulty
		}
	}
	if = {
		limit = {
			has_trait = intellect_bad_3
		}
		add = {
			value = high_trait_difficulty
			desc = intellect_bad_3_difficulty
		}
	}
	if = {
		limit = {
			has_trait = intellect_bad_2
		}
		add = {
			value = medium_trait_difficulty
			desc = intellect_bad_2_difficulty
		}
	}
	if = {
		limit = {
			has_trait = intellect_bad_1
		}
		add = {
			value = medium_low_trait_difficulty
			desc = intellect_bad_1_difficulty
		}
	}
	if = {
		limit = {
			has_trait = beauty_bad_3
		}
		add = {
			value = high_trait_difficulty
			desc = beauty_bad_3_difficulty
		}
	}
	if = {
		limit = {
			has_trait = beauty_bad_2
		}
		add = {
			value = medium_trait_difficulty
			desc = beauty_bad_2_difficulty
		}
	}
	if = {
		limit = {
			has_trait = beauty_bad_1
		}
		add = {
			value = medium_low_trait_difficulty
			desc = beauty_bad_1_difficulty
		}
	}
	if = {
		limit = {
			has_trait = dull
		}
		add = {
			value = medium_trait_difficulty
			desc = dull_difficulty
		}
	}
	if = {
		limit = {
			has_trait = weak
		}
		add = {
			value = medium_trait_difficulty
			desc = weak_difficulty
		}
	}
	if = {
		limit = {
			has_trait = sodomite
			trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = sodomite FAITH = faith GENDER_CHARACTER = this }
		}
		add = {
			value = medium_trait_difficulty
			desc = sodomite_difficulty
		}
	}
	if = {
		limit = {
			has_trait = incestuous
			trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = incestuous FAITH = faith GENDER_CHARACTER = this }
		}
		add = {
			value = medium_trait_difficulty
			desc = incestuous_difficulty
		}
	}
	if = {
		limit = {
			has_trait = fornicator
			trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = fornicator FAITH = faith GENDER_CHARACTER = this }
		}
		add = {
			value = medium_trait_difficulty
			desc = fornicator_difficulty
		}
	}
	if = {
		limit = {
			has_trait = adulterer
			trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = adulterer FAITH = faith GENDER_CHARACTER = this }
		}
		add = {
			value = medium_trait_difficulty
			desc = adulterer_difficulty
		}
	}
	if = {
		limit = {
			has_trait = deviant
			trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = deviant FAITH = faith GENDER_CHARACTER = this }
		}
		add = {
			value = medium_trait_difficulty
			desc = adulterer_difficulty
		}
	}
	if = {
		limit = {
			has_trait = cannibal
			trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = cannibal FAITH = faith GENDER_CHARACTER = this }
		}
		add = {
			value = medium_trait_difficulty
			desc = cannibal_difficulty
		}
	}
	if = {
		limit = {
			has_trait = witch
			trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = witch FAITH = faith GENDER_CHARACTER = this }
		}
		add = {
			value = medium_trait_difficulty
			desc = witch_difficulty
		}
	}
	if = {
		limit = {
			OR = {
				has_trait = kinslayer_1
				has_trait = kinslayer_2
				has_trait = kinslayer_3
			}
			trait_is_shunned_or_criminal_in_faith_trigger = { TRAIT = kinslayer_1 FAITH = faith GENDER_CHARACTER = this }
		}
		add = {
			value = medium_trait_difficulty
			desc = kinslayer_difficulty
		}
	}
	if = {
		limit = {
			has_trait = flagellant
		}
		add = {
			value = medium_trait_difficulty
			desc = flagellant_difficulty
		}
	}
	if = {
		limit = {
			has_trait = improvident
		}
		add = {
			value = medium_trait_difficulty
			desc = improvident_difficulty
		}
	}
	if = {
		limit = {
			has_trait = profligate
		}
		add = {
			value = medium_trait_difficulty
			desc = profligate_difficulty
		}
	}
	if = {
		limit = {
			has_trait = disfigured
		}
		add = {
			value = medium_trait_difficulty
			desc = disfigured_difficulty
		}
	}
	if = {
		limit = {
			has_trait = drunkard
		}
		add = {
			value = medium_trait_difficulty
			desc = drunkard_difficulty
		}
	}
	if = {
		limit = {
			has_trait = possessed
		}
		add = {
			value = medium_trait_difficulty
			desc = possessed_difficulty
		}
	}
	if = {
		limit = {
			has_trait = depressed
		}
		add = {
			value = medium_trait_difficulty
			desc = depressed_difficulty
		}
	}
	if = {
		limit = {
			has_trait = infertile
		}
		add = {
			value = medium_trait_difficulty
			desc = infertile_difficulty
		}
	}
	if = {
		limit = {
			has_trait = spindly
		}
		add = {
			value = medium_trait_difficulty
			desc = spindly_difficulty
		}
	}
	if = {
		limit = {
			has_trait = paranoid
		}
		add = {
			value = medium_trait_difficulty
			desc = paranoid_difficulty
		}
	}
	if = {
		limit = {
			has_trait = gout_ridden
		}
		add = {
			value = medium_low_trait_difficulty
			desc = gout_difficulty
		}
	}
	if = {
		limit = {
			has_trait = wheezing
		}
		add = {
			value = medium_low_trait_difficulty
			desc = wheezing_difficulty
		}
	}
	if = {
		limit = {
			has_trait = craven
		}
		add = {
			value = medium_low_trait_difficulty
			desc = craven_difficulty
		}
	}
	if = {
		limit = {
			has_trait = shy
		}
		add = {
			value = medium_low_trait_difficulty
			desc = shy_difficulty
		}
	}
	if = {
		limit = {
			has_trait = decadent
		}
		add = {
			value = medium_low_trait_difficulty
			desc = decadent_difficulty
		}
	}
	if = {
		limit = {
			has_trait = denounced
		}
		add = {
			value = medium_low_trait_difficulty
			desc = denounced_difficulty
		}
	}
	if = {
		limit = {
			OR = {
				has_trait = bastard
				has_trait = legitimized_bastard
			}
		}
		add = {
			value = low_trait_difficulty
			desc = bastard_difficulty
		}
	}
	if = {
		limit = {
			OR = {
				has_trait = child_of_concubine
				has_trait = wild_oat
				has_trait = disputed_heritage
			}
		}
		add = {
			value = low_trait_difficulty
			desc = weak_heritage_difficulty
		}
	}
	if = {
		limit = {
			has_trait = comfort_eater
		}
		add = {
			value = low_trait_difficulty
			desc = comfort_eater_difficulty
		}
	}
	if = {
		limit = {
			has_trait = inappetetic
		}
		add = {
			value = low_trait_difficulty
			desc = inappetetic_difficulty
		}
	}
	if = {
		limit = {
			has_trait = reclusive
		}
		add = {
			value = low_trait_difficulty
			desc = reclusive_difficulty
		}
	}
	if = {
		limit = {
			has_trait = irritable
		}
		add = {
			value = low_trait_difficulty
			desc = irritable_difficulty
		}
	}
	if = {
		limit = {
			has_trait = rakish
		}
		add = {
			value = low_trait_difficulty
			desc = rakish_difficulty
		}
	}
	if = {
		limit = {
			has_trait = hashishiyah
		}
		add = {
			value = low_trait_difficulty
			desc = hashishiyah_difficulty
		}
	}
	if = {
		limit = {
			has_trait = celibate
		}
		add = {
			value = low_trait_difficulty
			desc = celibate_difficulty
		}
	}
	if = {
		limit = {
			has_trait = lovers_pox
		}
		add = {
			value = low_trait_difficulty
			desc = lovers_pox_difficulty
		}
	}
	if = {
		limit = {
			has_trait = wounded_1
		}
		add = {
			value = low_trait_difficulty
			desc = wounded_difficulty
		}
	}
	if = {
		limit = {
			has_trait = albino
		}
		add = {
			value = low_trait_difficulty
			desc = albino_difficulty
		}
	}
	if = {
		limit = {
			has_trait = lisping
		}
		add = {
			value = low_trait_difficulty
			desc = lisping_difficulty
		}
	}
	if = {
		limit = {
			has_trait = stuttering
		}
		add = {
			value = low_trait_difficulty
			desc = stuttering_difficulty
		}
	}
	if = {
		limit = {
			has_trait = giant
		}
		add = {
			value = low_trait_difficulty
			desc = giant_difficulty
		}
	}
	if = {
		limit = {
			has_trait = scaly
		}
		add = {
			value = low_trait_difficulty
			desc = scaly_difficulty
		}
	}
	if = {
		limit = {
			has_trait = clubfooted
		}
		add = {
			value = low_trait_difficulty
			desc = clubfooted_difficulty
		}
	}
	if = {
		limit = {
			has_trait = dwarf
		}
		add = {
			value = low_trait_difficulty
			desc = dwarf_difficulty
		}
	}
	if = {
		limit = {
			has_trait = hunchbacked
		}
		add = {
			value = low_trait_difficulty
			desc = hunchbacked_difficulty
		}
	}
	if = {
		limit = {
			has_trait = lazy
		}
		add = {
			value = low_trait_difficulty
			desc = lazy_difficulty
		}
	}
	if = {
		limit = {
			has_trait = gluttonous
		}
		add = {
			value = low_trait_difficulty
			desc = gluttonous_difficulty
		}
	}
}

factions_and_war_values = {
	if = {
		limit = {
			is_at_war = yes
		}
		add = {
			value = 50
			desc = at_war_difficulty
		}
	}
	if = {
		limit = {
			is_at_war = yes
			any_character_war = {
				is_war_leader = root
				OR = {
					AND = {
						primary_defender = root
						attacker_war_score >= 40
					}
					AND = {
						primary_attacker = root
						defender_war_score >= 40
					}
				}
			}
		}
		add = {
			value = {
				value = 100
				if = {
					limit = {
						any_character_war = {
							is_war_leader = root
							OR = {
								AND = {
									primary_defender = root
									attacker_war_score >= 60
								}
								AND = {
									primary_attacker = root
									defender_war_score >= 60
								}
							}
						}
					}
					add = 200
				}
				if = {
					limit = {
						any_character_war = {
							is_war_leader = root
							OR = {
								AND = {
									primary_defender = root
									attacker_war_score >= 80
								}
								AND = {
									primary_attacker = root
									defender_war_score >= 80
								}
							}
						}
					}
					add = 200
				}
			}
			desc = losing_war_difficulty
		}
	}
	if = {
		limit = {
			any_targeting_faction = {
				count >= 1
				NOT = { faction_is_type = peasant_faction }
				target_of_powerful_faction_trigger = yes
			}
		}
		add = {
			value = {
				value = 0
				every_targeting_faction = {
					limit = {
						NOT = { faction_is_type = peasant_faction }
						target_of_powerful_faction_trigger = yes
					}
					add = 500
				}
			}
			desc = faction_difficulty
		}
	}
	if = {
		limit = {
			is_independent_ruler = yes
			any_neighboring_top_liege_realm_owner = {
				has_any_cb_on = root
				current_military_strength >= root.one_and_a_half_times_current_military_strength
			}
		}
		add = {
			value = {
				value = 0
				every_neighboring_top_liege_realm_owner = {
					limit = {
						has_any_cb_on = root
						current_military_strength >= root.one_and_a_half_times_current_military_strength
					}
					add = 50
				}
				if = {
					limit = {
						any_neighboring_top_liege_realm_owner = {
							count = all
							has_any_cb_on = root
							current_military_strength >= root.one_and_a_half_times_current_military_strength
						}
					}
					add = 150
				}
			}
			desc = powerful_neighbors_difficulty
		}
	}
	if = {
		limit = {
			is_ruler = yes
			current_military_strength < max_military_strength
		}
		add = {
			value = {
				value = 50
				if = {
					limit = {
						current_military_strength < eighty_percent_of_max_military_strength
					}
					add = 50
				}
				if = {
					limit = {
						current_military_strength < fifty_percent_of_max_military_strength
					}
					add = 50
				}
				if = {
					limit = {
						current_military_strength < twenty_percent_of_max_military_strength
					}
					add = 50
				}
				if = {
					limit = {
						is_at_war = yes
						current_military_strength < eighty_percent_of_max_military_strength
					}
					add = 50
				}
				if = {
					limit = {
						is_at_war = yes
						current_military_strength < fifty_percent_of_max_military_strength
					}
					add = 150
				}
				if = {
					limit = {
						is_at_war = yes
						current_military_strength < twenty_percent_of_max_military_strength
					}
					add = 250
				}
			}
			desc = military_difficulty
		}
	}
}

circumstantial_difficulty_values = {
	if = {
		limit = {
			num_of_relation_rival >= 1
		}
		add = {
			value = {
				add = 10
				multiply = num_of_relation_rival
			}
			desc = rivals_difficulty
		}
	}
	if = {
		limit = {
			exists = primary_heir
			primary_heir = {
				OR = {
					is_child_of = root
					is_grandchild_of = root
					is_great_grandchild_of = root
				}
			}
			NOT = { primary_heir.dynasty = root.dynasty }
		}
		add = {
			value = 500
			desc = primary_heir_wrong_dynasty_difficulty
		}
	}
	if = {
		limit = {
			any_child = {
				count >= 1
			}
			any_child = {
				count = all
				NOT = { dynasty = root.dynasty }
			}
		}
		add = {
			value = 1000
			desc = children_wrong_dynasty_difficulty
		}
	}
	if = {
		limit = {
			liege ?= {
				faith = {
					faith_hostility_level = {
						target = root.faith
						value >= faith_hostile_level
					}
				}
			}
		}
		add = {
			value = 100
			desc = hostile_faith_liege_difficulty
		}
	}
	if = {
		limit = {
			OR = {
				AND = {
					is_female = yes
					faith = { has_doctrine = doctrine_gender_male_dominated }
				}
				AND = {
					is_female = no
					faith = { has_doctrine = doctrine_gender_female_dominated }
				}
			}
		}
		add = {
			value = 100
			desc = nonpreferred_gender_difficulty
		}
	}
	if = {
		limit = {
			OR = {
				AND = {
					is_female = yes
					patrilinear_marriage = yes
				}
				AND = {
					is_female = no
					matrilinear_marriage = yes
				}
			}
		}
		add = {
			value = 200
			desc = wrong_lineality_difficulty
		}
	}
	if = {
		limit = {
			stress_level >= 1
		}
		add = {
			value = {
				add = 25
				multiply = stress_level
				if = {
					limit = {
						stress_level >= 3
					}
					multiply = 3
				}
			}
			desc = stress_level_difficulty
		}
	}
	if = {
		limit = {
			gold >= 500
			gold >= major_gold_value
		}
		add = {
			value = {
				value = -50
				if = {
					limit = {
						gold >= 1000
						gold >= massive_gold_value
					}
					add = -100
				}
			}
			desc = gold_difficulty
		}
	}
	if = {
		limit = {
			monthly_character_income > 0
			debt_level > 0
		}
		add = {
			value = 100
			multiply = debt_level
			desc = debt_level_difficulty
		}
	}
	if = {
		limit = {
			has_trait_with_flag = debilitating_illness
		}
		add = {
			value = high_trait_difficulty
			desc = is_ill_difficulty
		}
	}
	if = {
		limit = {
			is_imprisoned = yes
		}
		add = {
			value = 500
			desc = imprisoned_difficulty
		}
	}
	if = {
		limit = {
			is_landed = yes
			domain_size < domain_limit
		}
		add = {
			value = {
				value = 25
				if = {
					limit = {
						domain_size < 3
					}
					add = 25
				}
				if = {
					limit = {
						domain_size < 2
					}
					add = 50
				}
			}
			desc = weak_domain_difficulty
		}
	}
	if = {
		limit = {
			is_ruler = no
		}
		add = {
			value = 50
			desc = unlanded_difficulty
		}
	}
	if = {
		limit = {
			is_independent_ruler = no
		}
		add = {
			value = 25
			desc = is_a_vassal_difficulty
		}
	}
}

health_difficulty_values = {
	if = {
		limit = {
			age >= 50
		}
		add = {
			value = {
				value = 100
				if = {
					limit = {
						age >= 55
					}
					add = 50
				}
				if = {
					limit = {
						age >= 60
					}
					add = 50
				}
				if = {
					limit = {
						age >= 65
					}
					add = 50
				}
				if = {
					limit = {
						age >= 70
					}
					add = 100
				}
				if = {
					limit = {
						age >= 75
					}
					add = 100
				}
				if = {
					limit = {
						age >= 80
					}
					add = 100
				}
			}
			desc = elder_difficulty
		}
	}
	if = {
		limit = {
			health <= 4
		}
		add = {
			value = {
				add = 100
				if = {
					limit = {
						health <= 3.5
					}
					add = 150
				}
				if = {
					limit = {
						health <= 3
					}
					add = 300
				}
			}
			desc = poor_health_difficulty
		}
	}
	if = {
		limit = {
			is_adult = no
		}
		add = {
			value = {
				value = 50
				if = {
					limit = {
						age < 10
					}
					add = 50
				}
			}
			desc = non_adult_difficulty
		}
	}
}

difficulty_bulk_add_values = {
	add = skill_difficulty_measurement_value
	add = legitimacy_difficulty_value
	add = trait_difficulty_values
	add = factions_and_war_values
	add = health_difficulty_values
	add = circumstantial_difficulty_values
}

# Main Character Difficulty Score
character_difficulty_value = {
	add = difficulty_bulk_add_values
	max = 10000
}
