namespace = house_trad

##########################################################
# TOC
#
# 1001-1999		AGES 6 Child finds Role Model
# 1900-1999		Trait change updates to guardian
#
# 2001-2999		Age 15 Child contemplates future
#
# 5000-5999		Age 9/12 Educator influences child in traditions
#
#
#######################################################


house_trad.0001 = {
	type = character_event
	title = house_trad.0001.t
	desc = house_trad.0001.opening

	theme = dynasty
	# override_icon = {
	# 	reference = "gfx/interface/icons/event_types/type_relation_unfriendly.dds"
	# }
	# left_portrait = {
	# 	character = ROOT
	# 	animation = schadenfreude
	# }


	left_portrait = {
		character = ROOT
		animation = personality_honorable
	}
	# lower_left_portrait = {
	# 	character = root.random_child
	# }
	# lower_center_portrait = {
	# 	random_child = {
	# 		character = THIS
	# 	}
	# }
	# lower_right_portrait = {
	# 	character = random_house_member
	# }

	weight_multiplier = {

	}

	immediate = {

	}

	# #AGOTCK3
	option = {
		name = house_trad.0001.AGOT
		trigger = {
			AND = {
				is_ai = yes
				# OR = {
				# 	house = dynasty:dynn_Targaryen
				# 		house = dynasty:dynn_Celtigar
				# 		house = dynasty:dynn_Velaryon
				# 		house = dynasty:dynn_Darklyn
				# 	house = dynasty:dynn_Baratheon
				# 		house = dynasty:dynn_Trant
				# 	house = dynasty:dynn_Stark
				# 		house = dynasty:dynn_Umber
				# 		house = dynasty:dynn_Mormont
				# 		house = dynasty:dynn_Reed
				# 		house = dynasty:dynn_Bolton
				# 		house = dynasty:dynn_Cassel
				# 	house = dynasty:dynn_Arryn
				# 		house = dynasty:dynn_Baelish
				# 		house = dynasty:dynn_Corbray
				# 	house = dynasty:dynn_Lannister
				# 		house = dynasty:dynn_Reyne
				# 		house = dynasty:dynn_Westerling
				# 		house = dynasty:dynn_Serrett
				# 	house = dynasty:dynn_Tyrell
				# 		house = dynasty:dynn_Hightower
				# 		house = dynasty:dynn_Tarly
				# 		house = dynasty:dynn_Oakheart
				# 	house = dynasty:dynn_Tully
				# 		house = dynasty:dynn_Frey
				# 	house = dynasty:dynn_Martell
				# 		house = dynasty:dynn_Yronwood
				# 		house = dynasty:dynn_Dayne
				# }
				OR = {
					house = character:Targaryen_27.house	#Aegon the Conqueror
						house = character:Celtigar_1.house		#Celtigar
						house = character:Velaryon_1.house		#Lucerys Velaryon
						house = character:Darklyn_1.house		#Darklyn
					house = character:Baratheon_1.house		#Baratheon
						house = character:Trant_1.house			#Trant
					house = character:Stark_1.house			#Stark
						house = character:Umber_1.house			#Hoarfrost Umber
						house = character:Mormont_2.house		#Jeor Mormont
						house = character:Reed_1.house			#Howland Reed
						house = character:Bolton_1.house		#Roose Bolton
						house = character:Cassel_1.house		#Cassel
					house = character:Arryn_1.house 		#Arryn
						house = character:Baelish_1.house		#Baelish
						house = character:Corbray_3.house		#Lyn Corbray
					house = character:Lannister_1.house		#Tywin Lannister
						house = character:Reyne_1.house			#Reynard Reyne
						house = character:Westerling_1.house	#Gawen Westerling
						house = character:Serrett_1				#Serrett
					house = character:Tyrell_1.house		#Tyrell
						house = character:Hightower_1.house		#Hightower
						house = character:Tarly_1.house			#Randyll Tarly
						house = character:Oakheart_1.house		#Arwyn Oakheart
					house = character:Tully_1.house			#Tully
						house = character:Frey_1.house			#Walder Frey
					house = character:Martell_1.house		#Martell
						house = character:Yronwood_1.house		#Ormond Yronwood
						house = character:Dayne_5.house			#Arthur Dayne
				}
			}
		}
		# if = {
		# 	limit = { house = dynasty:dynn_Targaryen }
		# 	house = { add_house_modifier = trad_pride }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Celtigar }
		# 	house = { add_house_modifier = trad_fortune }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Velaryon } # "The old, the true, the brave."
		# 	house = { add_house_modifier = trad_distinction }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Darklyn }
		# 	house = { add_house_modifier = trad_valor }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Baratheon }
		# 	house = { add_house_modifier = trad_power }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Trant } # "So End Our Foes."
		# 	house = { add_house_modifier = trad_vengeance }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Stark }
		# 	house = { add_house_modifier = trad_honor }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Umber }
		# 	house = { add_house_modifier = trad_valor }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Mormont }
		# 	house = { add_house_modifier = trad_honor }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Reed }
		# 	house = { add_house_modifier = trad_vigilance }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Bolton }
		# 	house = { add_house_modifier = trad_respect }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Cassel }
		# 	house = { add_house_modifier = trad_duty }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Arryn }
		# 	house = { add_house_modifier = trad_honor }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Baelish }
		# 	house = { add_house_modifier = trad_guile }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Corbray }
		# 	house = { add_house_modifier = trad_valor }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Lannister }
		# 	house = { add_house_modifier = trad_respect }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Reyne }
		# 	house = { add_house_modifier = trad_pride }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Westerling } # "Honor, Not Honors."
		# 	house = { add_house_modifier = trad_honor }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Serrett } # "I Have no Rival."
		# 	house = { add_house_modifier = trad_pride }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Tyrell }
		# 	house = { add_house_modifier = trad_influence }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Hightower }
		# 	house = { add_house_modifier = trad_knowledge }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Tarly } # "First in Battle."
		# 	house = { add_house_modifier = trad_valor }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Oakheart }
		# 	house = { add_house_modifier = trad_honor }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Tully }
		# 	house = { add_house_modifier = trad_duty }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Frey }
		# 	house = { add_house_modifier = trad_survival }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Martell }
		# 	house = { add_house_modifier = trad_joy }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Yronwood }
		# 	house = { add_house_modifier = trad_pride }
		# }
		# if = {
		# 	limit = { house = dynasty:dynn_Dayne }
		# 	house = { add_house_modifier = trad_valor }
		# }
		if = {
			limit = { house = character:Targaryen_27.house }
			house = { add_house_modifier = trad_pride }
		}
		if = {
			limit = { house = character:Celtigar_1.house }
			house = { add_house_modifier = trad_fortune }
		}
		if = {
			limit = { house = character:Velaryon_1.house } # "The old, the true, the brave."
			house = { add_house_modifier = trad_distinction }
		}
		if = {
			limit = { house = character:Darklyn_1.house }
			house = { add_house_modifier = trad_valor }
		}
		if = {
			limit = { house = character:Baratheon_1.house }
			house = { add_house_modifier = trad_power }
		}
		if = {
			limit = { house = character:Trant_1.house } # "So End Our Foes."
			house = { add_house_modifier = trad_vengeance }
		}
		if = {
			limit = { house = character:Stark_1.house }
			house = { add_house_modifier = trad_honor }
		}
		if = {
			limit = { house = character:Umber_1.house }
			house = { add_house_modifier = trad_valor }
		}
		if = {
			limit = { house = character:Mormont_2.house }
			house = { add_house_modifier = trad_honor }
		}
		if = {
			limit = { house = character:Reed_1.house }
			house = { add_house_modifier = trad_vigilance }
		}
		if = {
			limit = { house = character:Bolton_1.house }
			house = { add_house_modifier = trad_respect }
		}
		if = {
			limit = { house = character:Cassel_1.house }
			house = { add_house_modifier = trad_duty }
		}
		if = {
			limit = { house = character:Arryn_1.house }
			house = { add_house_modifier = trad_honor }
		}
		if = {
			limit = { house = character:Baelish_1.house }
			house = { add_house_modifier = trad_guile }
		}
		if = {
			limit = { house = character:Corbray_3.house }
			house = { add_house_modifier = trad_valor }
		}
		if = {
			limit = { house = character:Lannister_1.house }
			house = { add_house_modifier = trad_respect }
		}
		if = {
			limit = { house = character:Reyne_1.house }
			house = { add_house_modifier = trad_pride }
		}
		if = {
			limit = { house = character:Westerling_1.house } # "Honor, Not Honors."
			house = { add_house_modifier = trad_honor }
		}
		if = {
			limit = { house = character:Serrett_1.house } # "I Have no Rival."
			house = { add_house_modifier = trad_pride }
		}
		if = {
			limit = { house = character:Tyrell_1.house }
			house = { add_house_modifier = trad_influence }
		}
		if = {
			limit = { house = character:Hightower_1.house }
			house = { add_house_modifier = trad_knowledge }
		}
		if = {
			limit = { house = character:character:Tarly_1.house } # "First in Battle."
			house = { add_house_modifier = trad_valor }
		}
		if = {
			limit = { house = character:Oakheart_1.house }
			house = { add_house_modifier = trad_honor }
		}
		if = {
			limit = { house = character:Tully_1.house }
			house = { add_house_modifier = trad_duty }
		}
		if = {
			limit = { house = character:Frey_1.house }
			house = { add_house_modifier = trad_survival }
		}
		if = {
			limit = { house = character:Martell_1.house }
			house = { add_house_modifier = trad_valor }
		}
		if = {
			limit = { house = character:Yronwood_1.house }
			house = { add_house_modifier = trad_pride }
		}
		if = {
			limit = { house = character:Dayne_5.house }
			house = { add_house_modifier = trad_valor }
		}
		ai_chance = {
			base = 9000
		}
	}
	#The Fox and the Bear
	option = {
		name = house_trad.0001.foxbear
		trigger = {
			AND = {
				is_ai = yes
				# OR = {
				# 	house = dynasty:fox_dynasty
				# 	house = dynasty:wolf_dynasty
				# 	house = dynasty:bear_dynasty
				# }
				OR = {
					house = character:fox_1.house		# Count Otger Renart of Spreewald (Brave, Vengeful, Stubborn, Martial 3, Shrewd, Reckless, Twin
						house = character:wolf_1.house	# Countess Hersent Louve of Spreewald (Calm, Patient, Vengeful, Diplomacy 3, Intelligent
					house = character:bear_1.house		# Count Jakob Barenburg of Sommerfeld (Deceitful, Arbitrary, Arrogant, Intrigue 3, Schemer, Murderer
				}
			}
		}
		if = {
			# limit = { house = dynasty:fox_dynasty }
			limit = { house = character:fox_1.house }
			house = { add_house_modifier = trad_valor }
			if = {
				# limit = { exists = primary_spouse }
				# if = {
				# 	limit = { primary_spouse = character:wolf_1 }
				# 	primary_spouse.house = { add_house_modifier = trad_respect }	# "It's not enough to simply have power; One must display it."
				# }
				limit = { exists = character:wolf_1 }
				character:wolf_1.house = { add_house_modifier = trad_respect }
			}
		}
		if = {
			# limit = { house = dynasty:wolf_dynasty }
			limit = { house = character:wolf_1.house }
			house = { add_house_modifier = trad_respect }
		}
		if = {
			# limit = { house = dynasty:bear_dynasty }
			limit = { house = character:bear_1.house }
			house = { add_house_modifier = trad_guile }		# "Real Strategy Requires Cunning."
		}
		ai_chance = {
			base = 9000
		}
	}

	option = {
		name = house_trad.0001.valor
		trigger = {
			OR = {
				has_trait = brave
				has_trait = stubborn
				has_trait = impatient
			}
			NOT = {
				has_trait = craven
			}
		}

		trait = brave
		trait = stubborn
		trait = impatient

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_valor_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_valor }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = brave
				add = 160 #2.0
				# 4x Base since Martial Education requirement already filters it
			}
			modifier = {
				#has second trait 
				has_trait = stubborn
				add = 120 #1.0
				# 4x Base since Martial Education requirement already filters it
			}
			modifier = {
				#has third trait 
				has_trait = impatient
				add = 120 #1.0
				# 4x Base since Martial Education requirement already filters it
			}
			modifier = {
				AND = {
					has_trait_rank = {
						trait = education_martial
						rank <= 0
					}
					has_trait_rank = {
						trait = education_martial_prowess
						rank <= 0
					}
					# Obsolete by T&T
					#has_trait_rank = {
					#	trait = lifestyle_blademaster
					#	rank <= 0
					#}
					has_trait_xp = {
						trait = lifestyle_blademaster
						value < 50
					}
				}
				factor = 0
				# Thematically feels odd if the founder of Valor traditions wasn't a warrior by training.
			}
			modifier = {
				has_government = tribal_government
				factor = 2
			}
			new_cadet_trad_modifier = { tradition = valor }
			modifier = {
				house = character:163119.house #Ubbing
				add = 4000
			}
		}
	}

	option = {
		name = house_trad.0001.honor
		trigger = {
			OR = {
				has_trait = honest
				has_trait = just
				has_trait = stubborn
			}
			NOT = {
				has_trait = deceitful
				has_trait = arbitrary
				has_trait = fickle
			}
		}

		trait = honest
		trait = just
		trait = stubborn

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_honor_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_honor }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = honest
				add = 50
			}
			modifier = {
				#has third trait 
				has_trait = just
				add = 25
			}
			modifier = {
				#has second trait 
				has_trait = stubborn
				add = 25
			}
			new_cadet_trad_modifier = { tradition = honor }
		}
	}

	option = {
		name = house_trad.0001.duty
		trigger = {
			OR = {
				has_trait = diligent
				has_trait = humble
				has_trait = impatient
			}
			NOT = {
				has_trait = lazy
				has_trait = arrogant
				has_trait = ambitious
			}
		}

		trait = diligent
		trait = humble
		trait = impatient

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_duty_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_duty }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = diligent
				add = 50
			}
			modifier = {
				#has second trait 
				has_trait = humble
				add = 25
			}
			modifier = {
				#has third trait 
				has_trait = impatient
				add = 25
			}
			new_cadet_trad_modifier = { tradition = duty }
		}
	}

	option = {
		name = house_trad.0001.justice
		trigger = {
			OR = {
				has_trait = just
				has_trait = vengeful
				has_trait = zealous
			}
			NOT = {
				has_trait = arbitrary
				has_trait = forgiving
			}
		}

		trait = just
		trait = vengeful
		trait = zealous

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_justice_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_justice }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = just
				add = 50
			}
			modifier = {
				#has second trait 
				has_trait = vengeful
				add = 25
			}
			modifier = {
				#has third trait 
				has_trait = zealous
				add = 25
			}
			new_cadet_trad_modifier = { tradition = justice }
		}
	}

	option = {
		name = house_trad.0001.vengeance
		trigger = {
			OR = {
				has_trait = vengeful
				has_trait = just
				has_trait = sadistic
			}
			NOT = {
				has_trait = forgiving
				has_trait = compassionate
			}
		}

		trait = vengeful
		trait = just
		trait = sadistic

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_vengeance_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_vengeance }
		}

		setup_vendetta_list = yes

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = vengeful
				add = 50
			}
			modifier = {
				#has second trait 
				has_trait = just
				add = 25
			}
			modifier = {
				#has third trait 
				has_trait = sadistic
				add = 25
			}
			new_cadet_trad_modifier = { tradition = vengeance }
		}
	}

	option = {
		name = house_trad.0001.pride
		trigger = {
			OR = {
				has_trait = arrogant
				has_trait = ambitious
				has_trait = wrathful
			}
			NOT = {
				has_trait = humble
				has_trait = content
			}
		}

		trait = arrogant
		trait = ambitious
		trait = wrathful

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_pride_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_pride }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = arrogant
				add = 50
			}
			modifier = {
				#has second trait 
				has_trait = ambitious
				add = 30
			}
			modifier = {
				#has third trait 
				has_trait = wrathful
				add = 20
			}
			modifier = {
				factor = 0.5
				NOT = {
					primary_title.tier >= tier_duchy
					is_independent_ruler = yes
				}
			}
			new_cadet_trad_modifier = { tradition = pride }
		}
	}

	option = {
		name = house_trad.0001.respect
		trigger = {
			OR = {
				has_trait = callous
				has_trait = arrogant
				has_trait = vengeful
			}
			NOT = {
				has_trait = humble
				has_trait = compassionate
			}
		}

		trait = callous
		trait = arrogant
		trait = vengeful

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_respect_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_respect }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has second trait 
				has_trait = callous
				add = 40
			}
			modifier = {
				#has first trait 
				has_trait = arrogant
				add = 40
			}
			modifier = {
				#has third trait 
				has_trait = vengeful
				add = 20
			}
			modifier = {
				factor = 0.5
				NOT = {
					primary_title.tier >= tier_duchy
					is_independent_ruler = yes
				}
			}
			new_cadet_trad_modifier = { tradition = respect }
		}
	}

	option = {
		name = house_trad.0001.power
		trigger = {
			OR = {
#				THIS = character:90107 # Ludwig II the German
				house = character:90107.house # Karlings
				AND = {
					OR = {
						has_trait = ambitious
						has_trait = wrathful
						has_trait = impatient
					}
					NOT = {
						has_trait = lazy
						has_trait = content
					}
				}
			}
		}

		trait = ambitious
		trait = wrathful
		trait = impatient

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_power_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_power }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = ambitious
				add = 40
			}
			modifier = {
				#has second trait 
				has_trait = wrathful
				add = 35
			}
			modifier = {
				#has third trait 
				has_trait = impatient
				add = 25
			}
			modifier = {
				factor = 0.5
				NOT = {
					primary_title.tier >= tier_duchy
					is_independent_ruler = yes
				}
			}
			new_cadet_trad_modifier = { tradition = power }
			modifier = {
#				THIS = character:90107 # Ludwig II the German
				house = character:90107.house #Karlings
				add = 9000
			}
		}
	}

	option = {
		name = house_trad.0001.influence
		trigger = {
			OR = {
				has_trait = gregarious
				has_trait = calm
				has_trait = deceitful
			}
			NOT = {
				has_trait = trusting
				has_trait = content
			}
		}

		trait = gregarious
		trait = calm
		trait = deceitful

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_influence_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_influence }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = gregarious
				add = 40
			}
			modifier = {
				#has second trait 
				has_trait = calm
				add = 35
			}
			modifier = {
				#has third trait 
				has_trait = deceitful
				add = 25
			}
			new_cadet_trad_modifier = { tradition = influence }
		}
	}

	option = {
		name = house_trad.0001.guile
		trigger = {
			OR = {
				has_trait = deceitful
				has_trait = fickle
				has_trait = arbitrary
			}
			NOT = {
				has_trait = trusting
				has_trait = honest
			}
		}

		trait = deceitful
		trait = fickle
		trait = arbitrary

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_guile_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_guile }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = deceitful
				add = 50
			}
			modifier = {
				#has second trait 
				has_trait = fickle
				add = 25
			}
			modifier = {
				#has third trait 
				has_trait = arbitrary
				add = 25
			}
			new_cadet_trad_modifier = { tradition = guile }
		}
	}

	option = {
		name = house_trad.0001.survival
		trigger = {
			OR = {
				has_trait = craven
				has_trait = paranoid
				has_trait = deceitful
			}
			NOT = {
				has_trait = brave
				has_trait = trusting
			}
		}

		trait = craven
		trait = paranoid
		trait = deceitful

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_survival_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_survival }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = craven
				add = 40
			}
			modifier = {
				#has second trait 
				has_trait = paranoid
				add = 40
			}
			modifier = {
				#has third trait 
				has_trait = deceitful
				add = 20
			}
			new_cadet_trad_modifier = { tradition = survival }
		}
	}

	option = {
		name = house_trad.0001.vigilance
		trigger = {
			OR = {
				has_trait = diligent
				has_trait = patient
				has_trait = paranoid
			}
			NOT = {
				has_trait = impatient
				has_trait = trusting
			}
		}

		trait = diligent
		trait = patient
		trait = paranoid

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_vigilance_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_vigilance }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = diligent
				add = 35
			}
			modifier = {
				#has second trait 
				has_trait = patient
				add = 35
			}
			modifier = {
				#has third trait 
				has_trait = paranoid
				add = 30
			}
			new_cadet_trad_modifier = { tradition = vigilance }
		}
	}

	option = {
		name = house_trad.0001.peace
		trigger = {
			OR = {
				has_trait = forgiving
				has_trait = honest
				has_trait = trusting
			}
			NOT = {
				has_trait = wrathful
				has_trait = vengeful
			}
		}

		trait = forgiving
		trait = honest
		trait = trusting

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_peace_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_peace }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = forgiving
				add = 50
			}
			modifier = {
				#has second trait 
				has_trait = honest
				add = 25
			}
			modifier = {
				#has third trait 
				has_trait = trusting
				add = 25
			}
			modifier = {
				has_government = tribal_government
				factor = 0.5
			}
			modifier = {
				has_trait_rank = {
					trait = education_martial
					rank > 0
				}
				factor = 0
			}
			modifier = { prowess >= 12 factor = 0.5 }
			modifier = { martial >= 12 factor = 0.5 }
			modifier = { martial >= 18 factor = 0 }
			modifier = {
 				#has_culture = culture:norse
				culture = { has_cultural_pillar = heritage_north_germanic }
 				primary_title.tier >= tier_duchy
 				factor = 0
 			}
			new_cadet_trad_modifier = { tradition = peace }
		}
	}

	option = {
		name = house_trad.0001.fortune
		trigger = {
			OR = {
				house = character:168345.house # Premyslids
				AND = {
					OR = {
						has_trait = greedy
						has_trait = diligent
						has_trait = gregarious
					}
					NOT = {
						has_trait = shy
						has_trait = content
					}
				}
			}
		}

		trait = greedy
		trait = diligent
		trait = gregarious

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_fortune_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_fortune }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = greedy
				add = 50
			}
			modifier = {
				#has second trait 
				has_trait = diligent
				add = 25
			}
			modifier = {
				#has third trait 
				has_trait = gregarious
				add = 25
			}
			modifier = {
				has_government = tribal_government
				factor = 0.5
			}
			modifier = {
				has_trait_rank = {
					trait = education_stewardship
					rank > 0
				}
				factor = 2
			}
			modifier = { stewardship >= 15 factor = 2 }
			modifier = { prowess >= 12 factor = 0.5 }
			modifier = { martial >= 12 factor = 0.5 }
			#modifier = { martial >= 18 factor = 0.5 }
			new_cadet_trad_modifier = { tradition = fortune }
			modifier = {
				house = character:168345.house #Premyslids
				add = 9000
			}
		}
	}

	option = {
		name = house_trad.0001.knowledge
		trigger = {
			OR = {
				has_trait = patient
				has_trait = cynical
				has_trait = shy
			}
			NOT = {
				has_trait = lazy
				has_trait = paranoid
			}
		}

		trait = patient
		trait = cynical
		trait = shy

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_knowledge_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_knowledge }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = patient
				add = 35
			}
			modifier = {
				#has second trait 
				has_trait = cynical
				add = 30
			}
			modifier = {
				#has third trait 
				has_trait = shy
				add = 35
			}
			modifier = {
				has_government = tribal_government
				factor = 0.5
			}
			modifier = {
				has_trait_rank = {
					trait = education_learning
					rank > 0
				}
				factor = 2
			}
			modifier = { learning >= 15 factor = 2 }
			modifier = { prowess >= 12 factor = 0.5 }
			modifier = { martial >= 12 factor = 0.5 }
			modifier = { martial >= 18 factor = 0.5 }
			modifier = {
 				#has_culture = culture:norse
				culture = { has_cultural_pillar = heritage_north_germanic }
 				primary_title.tier >= tier_duchy
 				factor = 0
 			}
			new_cadet_trad_modifier = { tradition = knowledge }
		}
	}

	option = {
		name = house_trad.0001.truth
		trigger = {
			OR = {
				has_trait = cynical
				has_trait = honest
				has_trait = just
			}
			NOT = {
				has_trait = arbitrary
				has_trait = fickle
			}
		}

		trait = cynical
		trait = honest
		trait = just

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_truth_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_truth }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = cynical
				add = 70
			}
			modifier = {
				#has second trait 
				has_trait = honest
				add = 15
			}
			modifier = {
				#has third trait 
				has_trait = just
				add = 15
			}
			modifier = {
				has_government = tribal_government
				factor = 0.5
			}
			modifier = {
				has_trait_rank = {
					trait = education_learning
					rank <= 0
				}
				factor = 0.5
			}
			modifier = { learning >= 15 factor = 2 }
			modifier = { prowess >= 12 factor = 0.5 }
			modifier = { martial >= 12 factor = 0.5 }
			modifier = { martial >= 18 factor = 0.5 }
			modifier = {
 				#has_culture = culture:norse
				culture = { has_cultural_pillar = heritage_north_germanic }
 				primary_title.tier >= tier_duchy
 				factor = 0
 			}
			new_cadet_trad_modifier = { tradition = truth }
		}
	}

	option = {
		name = house_trad.0001.wisdom
		trigger = {
			OR = {
				has_trait = temperate
				has_trait = calm
				has_trait = patient
			}
			NOT = {
				has_trait = wrathful
				has_trait = impatient
			}
		}

		trait = temperate
		trait = calm
		trait = patient

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_wisdom_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_wisdom }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has second trait 
				has_trait = temperate
				add = 50
			}
			modifier = {
				#has first trait 
				has_trait = calm
				add = 25
			}
			modifier = {
				#has third trait 
				has_trait = patient
				add = 25
			}
			modifier = {
				has_trait_rank = {
					trait = education_diplomacy
					rank <= 0
				}
				factor = 0.5
			}
			modifier = { diplomacy >= 15 factor = 2 }
			new_cadet_trad_modifier = { tradition = wisdom }
		}
	}

	option = {
		name = house_trad.0001.devotion
		trigger = {
			OR = {
				has_trait = content
				has_trait = diligent
				has_trait = zealous
			}
			NOT = {
				has_trait = cynical
				has_trait = fickle
			}
		}

		trait = content
		trait = diligent
		trait = zealous

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_devotion_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_devotion }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = content
				add = 50
			}
			modifier = {
				#has second trait 
				has_trait = diligent
				add = 25
			}
			modifier = {
				#has third trait 
				has_trait = zealous
				add = 25
			}
			modifier = {
				has_government = tribal_government
				factor = 0.5
			}
			modifier = { learning >= 15 factor = 2 }
			new_cadet_trad_modifier = { tradition = devotion }
			modifier = {
#				THIS = character:7627 # Alfred the Great
				house = character:7627.house #Wessex
				add = 9000
			}
		}
	}

	option = {
		name = house_trad.0001.family
		trigger = {
			OR = {
				has_trait = compassionate
				has_trait = forgiving
				has_trait = chaste
			}
			NOT = {
				has_trait = lustful
				has_trait = sadistic
			}
		}

		trait = compassionate
		trait = forgiving
		trait = chaste

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_family_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_family }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = compassionate
				add = 40
			}
			modifier = {
				#has second trait 
				has_trait = forgiving
				add = 40
			}
			modifier = {
				#has third trait 
				has_trait = chaste
				add = 20
			}
			new_cadet_trad_modifier = { tradition = family }
		}
	}

	option = {
		name = house_trad.0001.compassion
		trigger = {
			OR = {
				has_trait = compassionate
				has_trait = forgiving
				has_trait = generous
			}
			NOT = {
				has_trait = callous
				has_trait = sadistic
			}
		}

		trait = compassionate
		trait = forgiving
		trait = generous

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_compassion_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_compassion }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = compassionate
				add = 35
			}
			modifier = {
				#has second trait 
				has_trait = forgiving
				add = 35
			}
			modifier = {
				#has third trait 
				has_trait = generous
				add = 30
			}
			modifier = {
				has_government = tribal_government
				factor = 0.5
			}
			modifier = {
				has_trait_rank = {
					trait = education_martial
					rank > 0
				}
				factor = 0
			}
			modifier = { prowess >= 12 factor = 0.5 }
			modifier = { martial >= 12 factor = 0.5 }
			modifier = { martial >= 18 factor = 0 }
			modifier = {
 				#has_culture = culture:norse
				culture = { has_cultural_pillar = heritage_north_germanic }
 				primary_title.tier >= tier_duchy
 				factor = 0
 			}
			new_cadet_trad_modifier = { tradition = compassion }
		}
	}

	option = {
		name = house_trad.0001.joy
		trigger = {
			OR = {
				has_trait = lustful
				has_trait = gluttonous
				has_trait = generous
			}
			NOT = {
				has_trait = chaste
				has_trait = temperate
			}
		}

		trait = lustful
		trait = gluttonous
		trait = generous

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_joy_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_joy }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = lustful
				add = 35
			}
			modifier = {
				#has second trait 
				has_trait = gluttonous
				add = 35
			}
			modifier = {
				#has third trait 
				has_trait = generous
				add = 30
			}
			modifier = {
				has_government = tribal_government
				factor = 0.5
			}
			modifier = {
				has_trait_rank = {
					trait = education_martial
					rank > 0
				}
				factor = 0.5
			}
			new_cadet_trad_modifier = { tradition = joy }
		}
	}
	option = {
		name = house_trad.0001.distinction
		trigger = {
			OR = {
				has_trait = arbitrary
				has_trait = eccentric
				has_trait = brave
			}
			NOT = {
				has_trait = humble
				has_trait = shy
			}
		}

		trait = arbitrary
		trait = eccentric
		trait = brave

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_distinction_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_distinction }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = arbitrary
				add = 40
			}
			modifier = {
				#has second trait 
				has_trait = eccentric
				add = 40
			}
			modifier = {
				#has third trait 
				has_trait = brave
				add = 20
			}
			modifier = {
				has_government = tribal_government
				factor = 0.5
			}
			modifier = {
				has_trait_rank = {
					trait = education_martial
					rank > 0
				}
				factor = 0.5
			}
			new_cadet_trad_modifier = { tradition = distinction }
		}
	}

	# Based on Redditor's Python script, the only combination that does not have another valid tradition is "Lazy, Shy, Greedy"
	# No problematic combination exists in the case of 4 personality traits.
	# This tradition exists only to catch the missing combo and intentionally has no excluded traits and weighs weakly on ai_chance.
	# No childhood event will be created for Freedom tradition.
	option = {
		name = house_trad.0001.freedom
		trigger = {
			OR = {
				AND = {
					has_trait = lazy
					has_trait = shy
					has_trait = greedy
				}
				number_of_personality_traits > 4 # For ruler designers and cheaters to prevent mod from impoding.
			}
			# NOT = {

			# }
		}

		trait = lazy
		trait = greedy
		trait = shy

		#effects here
		send_interface_toast = {
			title = establish_house_traditions_decision
			desc = trad_freedom_desc
			left_icon = ROOT

			#Executes effects inside
			house = { add_house_modifier = trad_freedom }
		}

		ai_chance = {
			base = 0
			modifier = {
				#has first trait 
				has_trait = lazy
				add = 0.1
			}
			# modifier = {
			# 	#has second trait 
			# 	has_trait = shy
			# 	add = 0.2
			# }
			# modifier = {
			# 	#has third trait 
			# 	has_trait = greedy
			# 	add = 0.1
			# }
		}
	}

	option = {
		name = house_trad.0001.cancel
		# trigger = {
			
		# }

		#effects here
		# No Effect. Catch-all/Cancel Decision option.

		ai_chance = {
			base = 0
		}
	}

	after = {
		# Dynasty/Houses do not support flags for cleanup.
		# Use this bloc to re-evaluate all family members migrating to new house.

		# Commented out for now. This may be too complicated an operation to make reasonable for all traditions.
		# Needs about 20 if blocs for different effects based on tradition selected
		# if = {
		# 	limit = {
		# 		any_house_member = {
		# 			is_alive = yes
		# 			count <= 20
		# 		}
		# 	}
		# 	any_close_or_extended_family_member = {
		# 		limit = { house = root.house }
		# 		# Convert/adopt associated traits
		# 	}
		# }


	}
}


######
# CHILD CONTEMPLATES HOUSE TRADITION EVENTS
# AGES 6 1001-1999
# Age 15 2001-2999
######

# 1010. Valor					personality_bold
# 1020. Honor					personality_honorable
# 1030. Duty					war_defender
# 1040. Justice					personality_zealous
# 1050. Vengeance				personality_vengeful
# 1060. Pride					personality_callous
# 1070. Respect					anger
# 1080. Power					war_attacker
# 1090. Influence				schadenfreude
# 1100. Guile					scheme
# 1110. Survival (Perseverance)	personality_coward
# 1120. Vigilance				worry
# 1130. Peace					personality_forgiving
# 1140. Fortune					personality_greedy
# 1150. Knowledge				disbelief
# 1160. Truth					personality_cynical
# 1170. Wisdom					idle
# 1180. Devotion				personality_content
# 1190. Family					happiness
# 1200. Compassion				personality_compassionate	
# 1210. Joy						admiration
# 1220. Distinction				personality_bold

# "Freedom" intentionally has no children events and allow kids to develop freely. 
# If children's events are to be created, it would likely emphasize on Lazy, Arbitrary, Fickle 
# to model after the worst kind of freedom based on medieval/dark age ultimate self-serving mentality
# with no social responsibility and NOT modeled after modern concept of liberty.
# "Freedom" is only a catch-all tradition for "Lazy, Greedy, Shy" combo which lacks an alternative tradition.
# The effort to flesh it out is not worth the trouble.

#Child inspired by house member as role model
house_trad.1001 = {
	type = character_event
	hidden = yes

#	trigger = {
#		age = 6
# #Should be triggered by on_birthday action
		# any_house_member = {
		# 	is_alive = yes
		# 	age > 12
		# }
		# This seems excessive based on later checks and the random stories/trait option.
#	}
	
	immediate = {
		#Finds a character for descs
		if = {
			limit = { any_parent = { is_alive = yes } }
			random_parent = { save_scope_as = guardian }
		}

		else_if = {	#Newly added bloc, check if works/buggy
			limit = { house = { any_house_member = { is_alive = yes age > 12 } } }
			house = { random_house_member = { limit = { age > 12 } save_scope_as = guardian } }
			# Role Model for House Values
		}
		
		else_if = {
			limit = { any_relation = { type = guardian always = yes } }
			random_relation = { type = guardian save_scope_as = guardian }
		}
		
		else_if = {
			limit = { exists = host }
			host = { random_courtier = { limit = { is_adult = yes } save_scope_as = guardian } }
		}

		if = {
			limit = { house = { has_house_modifier = trad_valor } }
			trigger_event = house_trad.1010
		}
		if = {
			limit = { house = { has_house_modifier = trad_honor } }
			trigger_event = house_trad.1020
		}
		if = {
			limit = { house = { has_house_modifier = trad_duty } }
			trigger_event = house_trad.1030
		}
		if = {
			limit = { house = { has_house_modifier = trad_justice } }
			trigger_event = house_trad.1040
		}
		if = {
			limit = { house = { has_house_modifier = trad_vengeance } }
			trigger_event = house_trad.1050
		}
		if = {
			limit = { house = { has_house_modifier = trad_pride } }
			trigger_event = house_trad.1060
		}
		if = {
			limit = { house = { has_house_modifier = trad_respect } }
			trigger_event = house_trad.1070
		}
		if = {
			limit = { house = { has_house_modifier = trad_power } }
			trigger_event = house_trad.1080
		}
		if = {
			limit = { house = { has_house_modifier = trad_influence } }
			trigger_event = house_trad.1090
		}
		if = {
			limit = { house = { has_house_modifier = trad_guile } }
			trigger_event = house_trad.1100
		}
		if = {
			limit = { house = { has_house_modifier = trad_survival } }
			trigger_event = house_trad.1110
		}
		if = {
			limit = { house = { has_house_modifier = trad_vigilance } }
			trigger_event = house_trad.1120
		}
		if = {
			limit = { house = { has_house_modifier = trad_peace } }
			trigger_event = house_trad.1130
		}
		if = {
			limit = { house = { has_house_modifier = trad_fortune } }
			trigger_event = house_trad.1140
		}
		if = {
			limit = { house = { has_house_modifier = trad_knowledge } }
			trigger_event = house_trad.1150
		}
		if = {
			limit = { house = { has_house_modifier = trad_truth } }
			trigger_event = house_trad.1160
		}
		if = {
			limit = { house = { has_house_modifier = trad_wisdom } }
			trigger_event = house_trad.1170
		}
		if = {
			limit = { house = { has_house_modifier = trad_devotion } }
			trigger_event = house_trad.1180
		}
		if = {
			limit = { house = { has_house_modifier = trad_family } }
			trigger_event = house_trad.1190
		}
		if = {
			limit = { house = { has_house_modifier = trad_compassion } }
			trigger_event = house_trad.1200
		}
		if = {
			limit = { house = { has_house_modifier = trad_joy } }
			trigger_event = house_trad.1210
		}
		if = {
			limit = { house = { has_house_modifier = trad_distinction } }
			trigger_event = house_trad.1220
		}
	}
}

#Assign traits associated to Valor
house_trad.1010 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = army_camp }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = brave }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = brave }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = stubborn } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = stubborn }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = impatient }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = impatient }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1010.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = brave has_trait = craven }
		}

		#effects here
		add_trait = brave
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1901 }

		ai_chance = {
			base = 35
			# modifier = {
			# 	any_parent = {
			# 		has_trait = brave
			# 	}
			# 	factor = 2
			# }
			house_trait_weight = { trait = brave }
		}
	}
	option = {
		name = house_trad.1010.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = stubborn has_trait = fickle }
		}

		#effects here
		add_trait = stubborn
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1945 }

		ai_chance = {
			base = 33
			house_trait_weight = { trait = stubborn }
		}
	}
	option = {
		name = house_trad.1010.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = impatient has_trait = patient }
		}

		#effects here
		add_trait = impatient
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1959 }

		ai_chance = {
			base = 32
			house_trait_weight = { trait = impatient }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			35 = {
				orphan_trait_weight = { trait = brave }
				remove_trait = craven
				add_trait = brave
				scope:guardian = { trigger_event = house_trad.1901 }
			}
			33 = {
				orphan_trait_weight = { trait = stubborn }
				remove_trait = fickle
				add_trait = stubborn
				scope:guardian = { trigger_event = house_trad.1945 }
			}
			32 = {
				orphan_trait_weight = { trait = impatient }
				remove_trait = patient
				add_trait = impatient
				scope:guardian = { trigger_event = house_trad.1959 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			60 = {
				add_trait = craven
				scope:guardian = { trigger_event = house_trad.1936 }
				blacksheep_trait_weight = { trait = craven weight = 2 }
			}
			40 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			if = {
				limit = {
					ROOT = { is_ai = yes }
					NOT = {
						any_close_family_member = {
							is_ai = no
						}
					}
					NOT = {
						employer = {
							house = ROOT.house
							is_ai = no
						}
					}
				}
				prefer_education = {
					education = martial
					t1 = curious
					t2 = craven
					t3 = craven # $t3$ is required or the scripted_effect would fail.
				}
			} # Is not closely associated with the player
		} # End Hidden Effect Bloc
	} # End After Bloc
}

#Assign traits associated to Honor
house_trad.1020 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = army_camp }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = honest }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = honest }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = just } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = just }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = stubborn }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = stubborn }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1020.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = honest has_trait = deceitful }
		}

		#effects here
		add_trait = honest
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1919 }

		ai_chance = {
			base = 40
			house_trait_weight = { trait = honest }
		}
	}
	option = {
		name = house_trad.1020.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = just has_trait = arbitrary }
		}

		#effects here
		add_trait = just
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1923 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = just }
		}
	}
	option = {
		name = house_trad.1020.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = stubborn has_trait = fickle }
		}

		#effects here
		add_trait = stubborn
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1945 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = stubborn }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			40 = {
				orphan_trait_weight = { trait = honest }
				remove_trait = deceitful
				add_trait = honest
				scope:guardian = { trigger_event = house_trad.1919 }
			}
			30 = {
				orphan_trait_weight = { trait = just }
				remove_trait = arbitrary
				add_trait = just
				scope:guardian = { trigger_event = house_trad.1923 }
			}
			30 = {
				orphan_trait_weight = { trait = stubborn }
				remove_trait = fickle
				add_trait = stubborn
				scope:guardian = { trigger_event = house_trad.1945 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			30 = {
				add_trait = deceitful
				scope:guardian = { trigger_event = house_trad.1954 }
				blacksheep_trait_weight = { trait = deceitful weight = 2 }
			}
			30 = {
				add_trait = arbitrary
				scope:guardian = { trigger_event = house_trad.1958 }
				blacksheep_trait_weight = { trait = arbitrary weight = 2 }
			}
			30 = {
				add_trait = fickle
				scope:guardian = { trigger_event = house_trad.1946 }
				blacksheep_trait_weight = { trait = fickle weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Duty
house_trad.1030 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = courtyard }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = diligent }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = diligent }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = humble } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = humble }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = impatient }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = impatient }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1030.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = diligent has_trait = lazy }
		}

		#effects here
		add_trait = diligent
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1909 }

		ai_chance = {
			base = 40
			house_trait_weight = { trait = diligent }
		}
	}
	option = {
		name = house_trad.1030.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = humble has_trait = arrogant }
		}

		#effects here
		add_trait = humble
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1921 }

		ai_chance = {
			base = 40
			house_trait_weight = { trait = humble }
		}
	}
	option = {
		name = house_trad.1030.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = impatient has_trait = patient }
		}

		#effects here
		add_trait = impatient
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1959 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = impatient }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			35 = {
				orphan_trait_weight = { trait = diligent }
				remove_trait = lazy
				add_trait = diligent
				scope:guardian = { trigger_event = house_trad.1909 }
			}
			35 = {
				orphan_trait_weight = { trait = humble }
				remove_trait = arrogant
				add_trait = humble
				scope:guardian = { trigger_event = house_trad.1921 }
			}
			30 = {
				orphan_trait_weight = { trait = impatient }
				remove_trait = patient
				add_trait = impatient
				scope:guardian = { trigger_event = house_trad.1959 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			30 = {
				add_trait = lazy
				scope:guardian = { trigger_event = house_trad.1944 }
				blacksheep_trait_weight = { trait = lazy weight = 2 }
			}
			30 = {
				add_trait = arrogant
				scope:guardian = { trigger_event = house_trad.1954 }
				blacksheep_trait_weight = { trait = arrogant weight = 2 }
			}
			30 = {
				add_trait = ambitious
				scope:guardian = { trigger_event = house_trad.1942 }
				blacksheep_trait_weight = { trait = ambitious weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Justice
house_trad.1040 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = courtyard }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = just }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = just }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = vengeful } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = vengeful }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = zealous }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = zealous }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1040.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = just has_trait = arbitrary}
		}

		#effects here
		add_trait = just
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1923 }

		ai_chance = {
			base = 50
			house_trait_weight = { trait = just }
		}
	}
	option = {
		name = house_trad.1040.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = vengeful has_trait = forgiving }
		}

		#effects here
		add_trait = vengeful
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1947 }

		ai_chance = {
			base = 20
			house_trait_weight = { trait = vengeful }
		}
	}
	option = {
		name = house_trad.1040.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = zealous has_trait = cynical }
		}

		#effects here
		add_trait = zealous
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1931 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = zealous }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			50 = {
				orphan_trait_weight = { trait = just }
				remove_trait = arbitrary
				add_trait = just
				scope:guardian = { trigger_event = house_trad.1923 }
			}
			20 = {
				orphan_trait_weight = { trait = vengeful }
				remove_trait = forgiving
				add_trait = vengeful
				scope:guardian = { trigger_event = house_trad.1947 }
			}
			30 = {
				orphan_trait_weight = { trait = zealous }
				remove_trait = cynical
				add_trait = zealous
				scope:guardian = { trigger_event = house_trad.1931 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = arbitrary
				scope:guardian = { trigger_event = house_trad.1958 }
				blacksheep_trait_weight = { trait = arbitrary weight = 2 }
			}
			45 = {
				add_trait = forgiving
				scope:guardian = { trigger_event = house_trad.1914 }
				blacksheep_trait_weight = { trait = forgiving weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Vengeance
house_trad.1050 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = courtyard }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = vengeful }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = vengeful }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = just } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = just }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = sadistic }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = sadistic }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1050.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = vengeful has_trait = forgiving }
		}

		#effects here
		add_trait = vengeful
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1947 }

		ai_chance = {
			base = 50
			house_trait_weight = { trait = vengeful }
		}
	}
	option = {
		name = house_trad.1050.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = just has_trait = arbitrary }
		}

		#effects here
		add_trait = just
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1923 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = just }
		}
	}
	option = {
		name = house_trad.1050.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = sadistic has_trait = compassionate}
		}

		#effects here
		add_trait = sadistic
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1969 }

		ai_chance = {
			base = 20
			house_trait_weight = { trait = sadistic }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			50 = {
				orphan_trait_weight = { trait = vengeful }
				remove_trait = forgiving
				add_trait = vengeful
				scope:guardian = { trigger_event = house_trad.1947 }
			}
			30 = {
				orphan_trait_weight = { trait = just }
				remove_trait = arbitrary
				add_trait = just
				scope:guardian = { trigger_event = house_trad.1923 }
			}
			20 = {
				orphan_trait_weight = { trait = sadistic }
				remove_trait = compassionate
				add_trait = sadistic
				scope:guardian = { trigger_event = house_trad.1969 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = forgiving
				scope:guardian = { trigger_event = house_trad.1914 }
				blacksheep_trait_weight = { trait = forgiving weight = 2 }
			}
			45 = {
				add_trait = compassionate
				scope:guardian = { trigger_event = house_trad.1934 }
				blacksheep_trait_weight = { trait = compassionate weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Pride
house_trad.1060 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = courtyard }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = arrogant }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = arrogant }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = ambitious } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = ambitious }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = wrathful }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = wrathful }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1060.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = arrogant has_trait = humble }
		}

		#effects here
		add_trait = arrogant
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1955 }

		ai_chance = {
			base = 50
			house_trait_weight = { trait = arrogant }
		}
	}
	option = {
		name = house_trad.1060.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = ambitious has_trait = content }
		}

		#effects here
		add_trait = ambitious
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1941 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = ambitious }
		}
	}
	option = {
		name = house_trad.1060.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = wrathful has_trait = calm }
		}

		#effects here
		add_trait = wrathful
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1937 }

		ai_chance = {
			base = 20
			house_trait_weight = { trait = wrathful }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			50 = {
				orphan_trait_weight = { trait = arrogant }
				remove_trait = humble
				add_trait = arrogant
				scope:guardian = { trigger_event = house_trad.1955 }
			}
			30 = {
				orphan_trait_weight = { trait = ambitious }
				remove_trait = content
				add_trait = ambitious
				scope:guardian = { trigger_event = house_trad.1941 }
			}
			20 = {
				orphan_trait_weight = { trait = wrathful }
				remove_trait = calm
				add_trait = wrathful
				scope:guardian = { trigger_event = house_trad.1937 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = humble
				scope:guardian = { trigger_event = house_trad.1922 }
				blacksheep_trait_weight = { trait = humble weight = 2 }
			}
			45 = {
				add_trait = content
				scope:guardian = { trigger_event = house_trad.1908 }
				blacksheep_trait_weight = { trait = content weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Authority
house_trad.1070 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = throne_room_scope }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = callous }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = callous }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = arrogant } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = arrogant }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = vengeful }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = vengeful }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1070.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = callous has_trait = compassionate }
		}

		#effects here
		add_trait = callous
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1967 }

		ai_chance = {
			base = 35
			house_trait_weight = { trait = callous }
		}
	}
	option = {
		name = house_trad.1070.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = arrogant has_trait = humble }
		}

		#effects here
		add_trait = arrogant
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1955 }

		ai_chance = {
			base = 35
			house_trait_weight = { trait = arrogant }
		}
	}
	option = {
		name = house_trad.1070.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = vengeful has_trait = forgiving }
		}

		#effects here
		add_trait = vengeful
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1947 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = vengeful }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			35 = {
				orphan_trait_weight = { trait = callous }
				remove_trait = compassionate
				add_trait = callous
				scope:guardian = { trigger_event = house_trad.1967 }
			}
			35 = {
				orphan_trait_weight = { trait = arrogant }
				remove_trait = humble
				add_trait = arrogant
				scope:guardian = { trigger_event = house_trad.1955 }
			}
			30 = {
				orphan_trait_weight = { trait = vengeful }
				remove_trait = forgiving
				add_trait = vengeful
				scope:guardian = { trigger_event = house_trad.1947 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = humble
				scope:guardian = { trigger_event = house_trad.1922 }
				blacksheep_trait_weight = { trait = humble weight = 2 }
			}
			45 = {
				add_trait = compassionate
				scope:guardian = { trigger_event = house_trad.1934 }
				blacksheep_trait_weight = { trait = compassionate weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Power
house_trad.1080 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = throne_room_scope }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = ambitious }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = ambitious }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = wrathful } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = wrathful }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = impatient }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = impatient }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1080.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = ambitious has_trait = content }
		}

		#effects here
		add_trait = ambitious
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1941 }

		ai_chance = {
			base = 40
			house_trait_weight = { trait = ambitious }
		}
	}
	option = {
		name = house_trad.1080.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = wrathful has_trait = calm }
		}

		#effects here
		add_trait = wrathful
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1937 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = wrathful }
		}
	}
	option = {
		name = house_trad.1080.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = impatient has_trait = patient }
		}

		#effects here
		add_trait = impatient
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1959 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = impatient }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			40 = {
				orphan_trait_weight = { trait = ambitious }
				remove_trait = content
				add_trait = ambitious
				scope:guardian = { trigger_event = house_trad.1941 }
			}
			30 = {
				orphan_trait_weight = { trait = wrathful }
				remove_trait = calm
				add_trait = wrathful
				scope:guardian = { trigger_event = house_trad.1937 }
			}
			30 = {
				orphan_trait_weight = { trait = impatient }
				remove_trait = patient
				add_trait = impatient
				scope:guardian = { trigger_event = house_trad.1959 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = lazy
				scope:guardian = { trigger_event = house_trad.1944 }
				blacksheep_trait_weight = { trait = lazy weight = 2 }
			}
			45 = {
				add_trait = content
				scope:guardian = { trigger_event = house_trad.1908 }
				blacksheep_trait_weight = { trait = content weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Influence
house_trad.1090 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = courtyard }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = gregarious }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = gregarious }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = calm } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = calm }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = deceitful }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = deceitful }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1090.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = gregarious has_trait = shy }
		}

		#effects here
		add_trait = gregarious
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1917 }

		ai_chance = {
			base = 35
			house_trait_weight = { trait = gregarious }
		}
	}
	option = {
		name = house_trad.1090.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = calm has_trait = wrathful }
		}

		#effects here
		add_trait = calm
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1903 }

		ai_chance = {
			base = 35
			house_trait_weight = { trait = calm }
		}
	}
	option = {
		name = house_trad.1090.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = deceitful has_trait = honest }
		}

		#effects here
		add_trait = deceitful
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1953 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = deceitful }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			35 = {
				orphan_trait_weight = { trait = gregarious }
				remove_trait = shy
				add_trait = gregarious
				scope:guardian = { trigger_event = house_trad.1925 }
			}
			35 = {
				orphan_trait_weight = { trait = calm }
				remove_trait = wrathful
				add_trait = calm
				scope:guardian = { trigger_event = house_trad.1903 }
			}
			30 = {
				orphan_trait_weight = { trait = deceitful }
				remove_trait = honest
				add_trait = deceitful
				scope:guardian = { trigger_event = house_trad.1953 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = trusting
				scope:guardian = { trigger_event = house_trad.1930 }
				blacksheep_trait_weight = { trait = trusting weight = 2 }
			}
			45 = {
				add_trait = content
				scope:guardian = { trigger_event = house_trad.1908 }
				blacksheep_trait_weight = { trait = content weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			if = {
				limit = {
					ROOT = { is_ai = yes }
					NOT = {
						any_close_family_member = {
							is_ai = no
						}
					}
					NOT = {
						employer = {
							house = ROOT.house
							is_ai = no
						}
					}
				}
				prefer_education = {
					education = diplomacy
					t1 = bossy
					t2 = trusting
					t3 = content
				}
			} # Is not closely associated with the player
		} # End Hidden Effect Bloc
	} # End After Bloc
}

#Assign traits associated to Guile
house_trad.1100 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = alley_day }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = deceitful }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = deceitful }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = fickle } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = fickle }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = arbitrary }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = arbitrary }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1100.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = deceitful has_trait = honest }
		}

		#effects here
		add_trait = deceitful
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1953 }

		ai_chance = {
			base = 50
			house_trait_weight = { trait = deceitful }
		}
	}
	option = {
		name = house_trad.1100.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = fickle has_trait = stubborn }
		}

		#effects here
		add_trait = fickle
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1911 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = fickle }
		}
	}
	option = {
		name = house_trad.1100.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = arbitrary has_trait = just }
		}

		#effects here
		add_trait = arbitrary
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1957 }

		ai_chance = {
			base = 20
			house_trait_weight = { trait = arbitrary }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			50 = {
				orphan_trait_weight = { trait = deceitful }
				remove_trait = honest
				add_trait = deceitful
				scope:guardian = { trigger_event = house_trad.1953 }
			}
			30 = {
				orphan_trait_weight = { trait = fickle }
				remove_trait = stubborn
				add_trait = fickle
				scope:guardian = { trigger_event = house_trad.1911 }
			}
			20 = {
				orphan_trait_weight = { trait = arbitrary }
				remove_trait = just
				add_trait = arbitrary
				scope:guardian = { trigger_event = house_trad.1957 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = trusting
				scope:guardian = { trigger_event = house_trad.1930 }
				blacksheep_trait_weight = { trait = trusting weight = 2 }
			}
			45 = {
				add_trait = honest
				scope:guardian = { trigger_event = house_trad.1920 }
				blacksheep_trait_weight = { trait = honest weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			if = {
				limit = {
					ROOT = { is_ai = yes }
					NOT = {
						any_close_family_member = {
							is_ai = no
						}
					}
					NOT = {
						employer = {
							house = ROOT.house
							is_ai = no
						}
					}
				}
				prefer_education = {
					education = intrigue
					t1 = pensive
					t2 = trusting
					t3 = honest
				}
			} # Is not closely associated with the player
		} # End Hidden Effect Bloc
	} # End After Bloc
}

#Assign traits associated to Perseverance
house_trad.1110 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = corridor_night }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = craven }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = craven }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = paranoid } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = paranoid }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = deceitful }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = deceitful }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1110.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = craven has_trait = brave }
		}

		#effects here
		add_trait = craven
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1935 }

		ai_chance = {
			base = 35
			house_trait_weight = { trait = craven }
		}
	}
	option = {
		name = house_trad.1110.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = paranoid has_trait = trusting }
		}

		#effects here
		add_trait = paranoid
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1963 }

		ai_chance = {
			base = 35
			house_trait_weight = { trait = paranoid }
		}
	}
	option = {
		name = house_trad.1110.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = deceitful has_trait = honest }
		}

		#effects here
		add_trait = deceitful
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1953 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = deceitful }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			35 = {
				orphan_trait_weight = { trait = craven }
				remove_trait = brave
				add_trait = craven
				scope:guardian = { trigger_event = house_trad.1935 }
			}
			35 = {
				orphan_trait_weight = { trait = paranoid }
				remove_trait = trusting
				add_trait = paranoid
				scope:guardian = { trigger_event = house_trad.1963 }
			}
			30 = {
				orphan_trait_weight = { trait = deceitful }
				remove_trait = honest
				add_trait = deceitful
				scope:guardian = { trigger_event = house_trad.1953 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = brave
				scope:guardian = { trigger_event = house_trad.1902 }
				blacksheep_trait_weight = { trait = brave weight = 2 }
			}
			45 = {
				add_trait = trusting
				scope:guardian = { trigger_event = house_trad.1930 }
				blacksheep_trait_weight = { trait = trusting weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Vigilance
house_trad.1120 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = courtyard }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = diligent }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = diligent }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = patient } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = patient }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = paranoid }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = paranoid }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1120.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = diligent has_trait = lazy }
		}

		#effects here
		add_trait = diligent
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1909 }

		ai_chance = {
			base = 40
			house_trait_weight = { trait = diligent }
		}
	}
	option = {
		name = house_trad.1120.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = patient has_trait = impatient }
		}

		#effects here
		add_trait = patient
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1925 }

		ai_chance = {
			base = 40
			house_trait_weight = { trait = patient }
		}
	}
	option = {
		name = house_trad.1120.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = paranoid has_trait = trusting }
		}

		#effects here
		add_trait = paranoid
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1963 }

		ai_chance = {
			base = 20
			house_trait_weight = { trait = paranoid }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			40 = {
				orphan_trait_weight = { trait = diligent }
				remove_trait = lazy
				add_trait = diligent
				scope:guardian = { trigger_event = house_trad.1909 }
			}
			40 = {
				orphan_trait_weight = { trait = patient }
				remove_trait = impatient
				add_trait = patient
				scope:guardian = { trigger_event = house_trad.1925 }
			}
			20 = {
				orphan_trait_weight = { trait = paranoid }
				remove_trait = trusting
				add_trait = paranoid
				scope:guardian = { trigger_event = house_trad.1963 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = impatient
				scope:guardian = { trigger_event = house_trad.1960 }
				blacksheep_trait_weight = { trait = impatient weight = 2 }
			}
			45 = {
				add_trait = trusting
				scope:guardian = { trigger_event = house_trad.1930 }
				blacksheep_trait_weight = { trait = trusting weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Peace
house_trad.1130 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = farmland }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = forgiving }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = forgiving }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = honest } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = honest }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = trusting }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = trusting }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1130.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = forgiving has_trait = vengeful }
		}

		#effects here
		add_trait = forgiving
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1913 }

		ai_chance = {
			base = 40
			house_trait_weight = { trait = forgiving }
		}
	}
	option = {
		name = house_trad.1130.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = honest has_trait = deceitful }
		}

		#effects here
		add_trait = honest
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1919 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = honest }
		}
	}
	option = {
		name = house_trad.1130.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = trusting has_trait = paranoid }
		}

		#effects here
		add_trait = trusting
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1929 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = trusting }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			40 = {
				orphan_trait_weight = { trait = forgiving }
				remove_trait = vengeful
				add_trait = forgiving
				scope:guardian = { trigger_event = house_trad.1913 }
			}
			30 = {
				orphan_trait_weight = { trait = honest }
				remove_trait = deceitful
				add_trait = honest
				scope:guardian = { trigger_event = house_trad.1919 }
			}
			30 = {
				orphan_trait_weight = { trait = trusting }
				remove_trait = paranoid
				add_trait = trusting
				scope:guardian = { trigger_event = house_trad.1929 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = wrathful
				scope:guardian = { trigger_event = house_trad.1938 }
				blacksheep_trait_weight = { trait = wrathful weight = 2 }
			}
			45 = {
				add_trait = vengeful
				scope:guardian = { trigger_event = house_trad.1948 }
				blacksheep_trait_weight = { trait = vengeful weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Fortune
house_trad.1140 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = market_tribal }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = greedy }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = greedy }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = diligent } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = diligent }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = gregarious }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = gregarious }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1140.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = greedy has_trait = generous }
		}

		#effects here
		add_trait = greedy
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1949 }

		ai_chance = {
			base = 40
			house_trait_weight = { trait = greedy }
		}
	}
	option = {
		name = house_trad.1140.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = diligent has_trait = lazy }
		}

		#effects here
		add_trait = diligent
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1909 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = diligent }
		}
	}
	option = {
		name = house_trad.1140.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = gregarious has_trait = shy }
		}

		#effects here
		add_trait = gregarious
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1917 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = gregarious }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			40 = {
				orphan_trait_weight = { trait = greedy }
				remove_trait = generous
				add_trait = greedy
				scope:guardian = { trigger_event = house_trad.1949 }
			}
			30 = {
				orphan_trait_weight = { trait = diligent }
				remove_trait = lazy
				add_trait = diligent
				scope:guardian = { trigger_event = house_trad.1909 }
			}
			30 = {
				orphan_trait_weight = { trait = gregarious }
				remove_trait = shy
				add_trait = gregarious
				scope:guardian = { trigger_event = house_trad.1917 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = shy
				scope:guardian = { trigger_event = house_trad.1952 }
				blacksheep_trait_weight = { trait = shy weight = 2 }
			}
			45 = {
				add_trait = content
				scope:guardian = { trigger_event = house_trad.1908 }
				blacksheep_trait_weight = { trait = content weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			if = {
				limit = {
					ROOT = { is_ai = yes }
					NOT = {
						any_close_family_member = {
							is_ai = no
						}
					}
					NOT = {
						employer = {
							house = ROOT.house
							is_ai = no
						}
					}
				}
				prefer_education = {
					education = stewardship
					t1 = charming
					t2 = shy
					t3 = content
				}
			} # Is not closely associated with the player
		} # End Hidden Effect Bloc
	} # End After Bloc
}

#Assign traits associated to Knowledge
house_trad.1150 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = study }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = patient }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = patient }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = cynical } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = cynical }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = shy }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = shy }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1150.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = patient has_trait = impatient }
		}

		#effects here
		add_trait = patient
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1925 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = patient }
		}
	}
	option = {
		name = house_trad.1150.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = cynical has_trait = zealous }
		}

		#effects here
		add_trait = cynical
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1965 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = cynical }
		}
	}
	option = {
		name = house_trad.1150.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = shy has_trait = gregarious }
		}

		#effects here
		add_trait = shy
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1951 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = shy }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			30 = {
				orphan_trait_weight = { trait = patient }
				remove_trait = impatient
				add_trait = patient
				scope:guardian = { trigger_event = house_trad.1925 }
			}
			30 = {
				orphan_trait_weight = { trait = cynical }
				remove_trait = zealous
				add_trait = cynical
				scope:guardian = { trigger_event = house_trad.1965 }
			}
			30 = {
				orphan_trait_weight = { trait = shy }
				remove_trait = gregarious
				add_trait = shy
				scope:guardian = { trigger_event = house_trad.1951 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			60 = {
				add_trait = lazy
				scope:guardian = { trigger_event = house_trad.1944 }
				blacksheep_trait_weight = { trait = lazy weight = 2 }
			}
			30 = {
				add_trait = paranoid
				scope:guardian = { trigger_event = house_trad.1964 }
				blacksheep_trait_weight = { trait = paranoid weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			if = {
				limit = {
					ROOT = { is_ai = yes }
					NOT = {
						any_close_family_member = {
							is_ai = no
						}
					}
					NOT = {
						employer = {
							house = ROOT.house
							is_ai = no
						}
					}
				}
				prefer_education = {
					education = learning
					t1 = rowdy
					t2 = lazy
					t3 = paranoid
				}
			} # Is not closely associated with the player
		} # End Hidden Effect Bloc
	} # End After Bloc
}

#Assign traits associated to Truth
house_trad.1160 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = corridor_day }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = cynical }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = cynical }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = honest } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = honest }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = just }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = just }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1160.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = cynical has_trait = zealous }
		}

		#effects here
		add_trait = cynical
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1965 }

		ai_chance = {
			base = 50
			house_trait_weight = { trait = cynical }
		}
	}
	option = {
		name = house_trad.1160.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = honest has_trait = deceitful }
		}

		#effects here
		add_trait = honest
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1919 }

		ai_chance = {
			base = 25
			house_trait_weight = { trait = honest }
		}
	}
	option = {
		name = house_trad.1160.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = just has_trait = arbitrary }
		}

		#effects here
		add_trait = just
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1923 }

		ai_chance = {
			base = 25
			house_trait_weight = { trait = just }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			50 = {
				orphan_trait_weight = { trait = cynical }
				remove_trait = zealous
				add_trait = cynical
				scope:guardian = { trigger_event = house_trad.1965 }
			}
			25 = {
				orphan_trait_weight = { trait = honest }
				remove_trait = deceitful
				add_trait = honest
				scope:guardian = { trigger_event = house_trad.1919 }
			}
			25 = {
				orphan_trait_weight = { trait = just }
				remove_trait = arbitrary
				add_trait = just
				scope:guardian = { trigger_event = house_trad.1923 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = arbitrary
				scope:guardian = { trigger_event = house_trad.1958 }
				blacksheep_trait_weight = { trait = arbitrary weight = 2 }
			}
			45 = {
				add_trait = fickle
				scope:guardian = { trigger_event = house_trad.1912 }
				blacksheep_trait_weight = { trait = fickle weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Wisdom
house_trad.1170 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = throne_room_tribal }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = temperate }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = temperate }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = calm } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = calm }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = patient }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = patient }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1170.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = temperate has_trait = gluttonous }
		}

		#effects here
		add_trait = temperate
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1927 }

		ai_chance = {
			base = 40
			house_trait_weight = { trait = temperate }
		}
	}
	option = {
		name = house_trad.1170.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = calm has_trait = wrathful }
		}

		#effects here
		add_trait = calm
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1903 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = calm }
		}
	}
	option = {
		name = house_trad.1170.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = patient has_trait = impatient }
		}

		#effects here
		add_trait = patient
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1925 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = patient }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			40 = {
				orphan_trait_weight = { trait = temperate }
				remove_trait = gluttonous
				add_trait = temperate
				scope:guardian = { trigger_event = house_trad.1927 }
			}
			30 = {
				orphan_trait_weight = { trait = calm }
				remove_trait = wrathful
				add_trait = calm
				scope:guardian = { trigger_event = house_trad.1903 }
			}
			30 = {
				orphan_trait_weight = { trait = patient }
				remove_trait = impatient
				add_trait = patient
				scope:guardian = { trigger_event = house_trad.1925 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = wrathful
				scope:guardian = { trigger_event = house_trad.1938 }
				blacksheep_trait_weight = { trait = wrathful weight = 2 }
			}
			45 = {
				add_trait = impatient
				scope:guardian = { trigger_event = house_trad.1960 }
				blacksheep_trait_weight = { trait = impatient weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Devotion
house_trad.1180 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = temple }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = content }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = content }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = diligent } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = diligent }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = zealous }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = zealous }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1180.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = content has_trait = ambitious }
		}

		#effects here
		add_trait = content
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1907 }

		ai_chance = {
			base = 40
			house_trait_weight = { trait = content }
		}
	}
	option = {
		name = house_trad.1180.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = diligent has_trait = lazy }
		}

		#effects here
		add_trait = diligent
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1909 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = diligent }
		}
	}
	option = {
		name = house_trad.1180.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = zealous has_trait = cynical }
		}

		#effects here
		add_trait = zealous
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1931 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = zealous }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			40 = {
				orphan_trait_weight = { trait = content }
				remove_trait = ambitious
				add_trait = content
				scope:guardian = { trigger_event = house_trad.1907 }
			}
			30 = {
				orphan_trait_weight = { trait = diligent }
				remove_trait = lazy
				add_trait = diligent
				scope:guardian = { trigger_event = house_trad.1909 }
			}
			30 = {
				orphan_trait_weight = { trait = zealous }
				remove_trait = cynical
				add_trait = zealous
				scope:guardian = { trigger_event = house_trad.1931 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = cynical
				scope:guardian = { trigger_event = house_trad.1966 }
				blacksheep_trait_weight = { trait = cynical weight = 2 }
			}
			45 = {
				add_trait = fickle
				scope:guardian = { trigger_event = house_trad.1912 }
				blacksheep_trait_weight = { trait = fickle weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Family
house_trad.1190 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = sitting_room }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = compassionate }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = compassionate }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = forgiving } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = forgiving }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = chaste }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = chaste }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1190.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = compassionate has_trait = callous has_trait = sadistic }
		}

		#effects here
		add_trait = compassionate
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1933 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = compassionate }
		}
	}
	option = {
		name = house_trad.1190.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = forgiving has_trait = vengeful }
		}

		#effects here
		add_trait = forgiving
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1913 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = forgiving }
		}
	}
	option = {
		name = house_trad.1190.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = chaste has_trait = lustful }
		}

		#effects here
		add_trait = chaste
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1905 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = chaste }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			30 = {
				orphan_trait_weight = { trait = compassionate }
				remove_trait = callous
				remove_trait = sadistic
				add_trait = compassionate
				scope:guardian = { trigger_event = house_trad.1933 }
			}
			30 = {
				orphan_trait_weight = { trait = forgiving }
				remove_trait = vengeful
				add_trait = forgiving
				scope:guardian = { trigger_event = house_trad.1913 }
			}
			30 = {
				orphan_trait_weight = { trait = chaste }
				remove_trait = lustful
				add_trait = chaste
				scope:guardian = { trigger_event = house_trad.1905 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			60 = {
				add_trait = lustful
				scope:guardian = { trigger_event = house_trad.1940 }
				blacksheep_trait_weight = { trait = lustful weight = 2 }
			}
			30 = {
				add_trait = sadistic
				scope:guardian = { trigger_event = house_trad.1970 }
				blacksheep_trait_weight = { trait = sadistic weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Compassion
house_trad.1200 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = garden }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = compassionate }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = compassionate }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = forgiving } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = forgiving }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = generous }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = generous }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1200.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = compassionate has_trait = callous has_trait = sadistic }
		}

		#effects here
		add_trait = compassionate
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1933 }

		ai_chance = {
			base = 50
			house_trait_weight = { trait = compassionate }
		}
	}
	option = {
		name = house_trad.1200.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = forgiving has_trait = vengeful }
		}

		#effects here
		add_trait = forgiving
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1913 }

		ai_chance = {
			base = 25
			house_trait_weight = { trait = forgiving }
		}
	}
	option = {
		name = house_trad.1200.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = generous has_trait = callous }
		}

		#effects here
		add_trait = generous
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1915 }

		ai_chance = {
			base = 25
			house_trait_weight = { trait = generous }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			50 = {
				orphan_trait_weight = { trait = compassionate }
				remove_trait = callous
				remove_trait = sadistic
				add_trait = compassionate
				scope:guardian = { trigger_event = house_trad.1933 }
			}
			25 = {
				orphan_trait_weight = { trait = forgiving }
				remove_trait = vengeful
				add_trait = forgiving
				scope:guardian = { trigger_event = house_trad.1913 }
			}
			25 = {
				orphan_trait_weight = { trait = generous }
				remove_trait = callous
				add_trait = generous
				scope:guardian = { trigger_event = house_trad.1915 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			70 = {
				add_trait = callous
				scope:guardian = { trigger_event = house_trad.1968 }
				blacksheep_trait_weight = { trait = callous weight = 2 }
			}
			20 = {
				add_trait = sadistic
				scope:guardian = { trigger_event = house_trad.1970 }
				blacksheep_trait_weight = { trait = sadistic weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Joy
house_trad.1210 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = tavern }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = lustful }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = lustful }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = gluttonous } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = gluttonous }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = generous }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = generous }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1210.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = lustful has_trait = chaste }
		}

		#effects here
		add_trait = lustful
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1939 }

		ai_chance = {
			base = 35
			house_trait_weight = { trait = lustful }
		}
	}
	option = {
		name = house_trad.1210.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = gluttonous has_trait = temperate }
		}

		#effects here
		add_trait = gluttonous
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1961 }

		ai_chance = {
			base = 35
			house_trait_weight = { trait = gluttonous }
		}
	}
	option = {
		name = house_trad.1210.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = generous has_trait = greedy }
		}

		#effects here
		add_trait = generous
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1915 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = generous }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			35 = {
				orphan_trait_weight = { trait = lustful }
				remove_trait = chaste
				add_trait = lustful
				scope:guardian = { trigger_event = house_trad.1939 }
			}
			35 = {
				orphan_trait_weight = { trait = gluttonous }
				remove_trait = temperate
				add_trait = gluttonous
				scope:guardian = { trigger_event = house_trad.1961 }
			}
			30 = {
				orphan_trait_weight = { trait = generous }
				remove_trait = greedy
				add_trait = generous
				scope:guardian = { trigger_event = house_trad.1915 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = chaste
				scope:guardian = { trigger_event = house_trad.1906 }
				blacksheep_trait_weight = { trait = chaste weight = 2 }
			}
			45 = {
				add_trait = temperate
				scope:guardian = { trigger_event = house_trad.1928 }
				blacksheep_trait_weight = { trait = temperate weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}

#Assign traits associated to Distinction
house_trad.1220 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1001.desc
	theme = family
	override_background = { reference = throne_room_scope }

	immediate = {
		save_scope_as = personality_child
		get_guardian_scope_effect = yes
		if = {
			limit = { 
				house = {
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = arbitrary }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = arbitrary }
					save_scope_as = value_trait_1
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = eccentric } 
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = eccentric }
					save_scope_as = value_trait_2
				}
			}
		}
		if = {
			limit = { 
				house = { 
					any_house_member = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = brave }
				}
			}
			house = { 
				random_house_member = {
					limit = { is_alive = yes age > 12 NOT = { THIS = ROOT } has_trait = brave }
					save_scope_as = value_trait_3
				}
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		animation = personality_bold
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}
	lower_left_portrait = {
		character = scope:value_trait_1
	}
	lower_center_portrait = {
		character = scope:value_trait_2
	}
	lower_right_portrait = {
		character = scope:value_trait_3
	}

	option = {
		name = house_trad.1220.a
		trigger = {
			exists = scope:value_trait_1
			NOT = { has_trait = arbitrary has_trait = just }
		}

		#effects here
		add_trait = arbitrary
		scope:value_trait_1 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1957 }

		ai_chance = {
			base = 35
			house_trait_weight = { trait = arbitrary }
		}
	}
	option = {
		name = house_trad.1220.b
		trigger = {
			exists = scope:value_trait_2
			NOT = { has_trait = eccentric has_trait = fickle has_trait = stubborn }
		}

		#effects here
		add_trait = eccentric
		scope:value_trait_2 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1971 }

		ai_chance = {
			base = 35
			house_trait_weight = { trait = eccentric }
		}
	}
	option = {
		name = house_trad.1220.c
		trigger = {
			exists = scope:value_trait_3
			NOT = { has_trait = brave has_trait = craven }
		}

		#effects here
		add_trait = brave
		scope:value_trait_3 = { save_scope_as = role_model }
		scope:guardian = { trigger_event = house_trad.1901 }

		ai_chance = {
			base = 30
			house_trait_weight = { trait = brave }
		}
	}
	option = {		# No Role Models
		name = house_trad.1010.d
		trigger = {
			NOT = {
				exists = scope:value_trait_1
				exists = scope:value_trait_2
				exists = scope:value_trait_3
			}
		}

		#effects here
		random_list = {
			35 = {
				orphan_trait_weight = { trait = arbitrary }
				remove_trait = just
				add_trait = arbitrary
				scope:guardian = { trigger_event = house_trad.1957 }
			}
			35 = {
				orphan_trait_weight = { trait = eccentric }
				remove_trait = fickle
				remove_trait = stubborn
				add_trait = eccentric
				scope:guardian = { trigger_event = house_trad.1971 }
			}
			30 = {
				orphan_trait_weight = { trait = brave }
				remove_trait = craven
				add_trait = brave
				scope:guardian = { trigger_event = house_trad.1901 }
			}
		}

		ai_chance = {
			base = 90
		}
	}
	option = {		# Blacksheep
		name = house_trad.1010.e

		#effects here
		random_list = {
			45 = {
				add_trait = humble
				scope:guardian = { trigger_event = house_trad.1922 }
				blacksheep_trait_weight = { trait = chaste weight = 2 }
			}
			45 = {
				add_trait = shy
				scope:guardian = { trigger_event = house_trad.1952 }
				blacksheep_trait_weight = { trait = temperate weight = 2 }
			}
			10 = {
				# Nothing happens
				modifier = {
					factor = 0
					any_parent = {
						opinion = {
							target = ROOT
							value < 0
						}
					}
				} # No love from mommy or daddy
			}
		}

		ai_chance = {
			base = 10
			unwelcomed_child = yes
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {

		}
	}
}


# Notifications about trait gained from Role Model
# Odds	= Reflecting House Values
# Evens	= Blacksheep / Anti-values
#
# 1901	- Brave				1935	- Craven
# 1903	- Calm				1937	- Wrathful
# 1905	- Chaste			1939	- Lustful
# 1907	- Content			1941	- Ambitious
# 1909	- Diligent			1943	- Lazy
# 1911	- Fickle			1945	- Stubborn
# 1913	- Forgiving			1947	- Vengeful
# 1915	- Generous			1949	- Greedy
# 1917	- Gregarious		1951	- Shy
# 1919	- Honest			1953	- Deceitful
# 1921	- Humble			1955	- Arrogant
# 1923	- Just				1957	- Arbitrary
# 1925	- Patient			1959	- Impatient
# 1927	- Temperate			1961	- Gluttonous
# 1929	- Trusting			1963	- Paranoid
# 1931	- Zealous			1965	- Cynical
# 1933	- Compassionate		1967	- Callous
#							1969	- Sadistic
# 							1971	- Eccentric


#Notification about child inheriting house values from Role Model
house_trad.1901 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_bold
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_bold
	}
	
	option = {
		name = house_trad.1901.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = brave } }
	}
}
house_trad.1902 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_bold
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1901.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = brave } }
	}
}
house_trad.1903 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = idle
	}
	right_portrait = {
		character = scope:role_model
		animation = idle
	}
	
	option = {
		name = house_trad.1903.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = calm } }
	}
}
house_trad.1904 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = idle
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1903.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = calm } }
	}
}
house_trad.1905 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_content
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_content
	}
	
	option = {
		name = house_trad.1905.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = chaste } }
	}
}
house_trad.1906 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_content
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1905.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = chaste } }
	}
}
house_trad.1907 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_content
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_content
	}
	
	option = {
		name = house_trad.1907.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = content } }
	}
}
house_trad.1908 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_content
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1907.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = content } }
	}
}
house_trad.1909 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = stress
	}
	right_portrait = {
		character = scope:role_model
		animation = stress
	}
	
	option = {
		name = house_trad.1909.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = diligent } }
	}
}
house_trad.1910 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = stress
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1909.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = diligent } }
	}
}
house_trad.1911 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = schadenfreude
	}
	right_portrait = {
		character = scope:role_model
		animation = schadenfreude
	}
	
	option = {
		name = house_trad.1911.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = fickle } }
	}
}
house_trad.1912 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = schadenfreude
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1911.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = fickle } }
	}
}
house_trad.1913 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_forgiving
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_forgiving
	}
	
	option = {
		name = house_trad.1913.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = forgiving } }
	}
}
house_trad.1914 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_forgiving
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1913.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = forgiving } }
	}
}
house_trad.1915 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_compassionate
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_compassionate
	}
	
	option = {
		name = house_trad.1915.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = generous } }
	}
}
house_trad.1916 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_compassionate
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1915.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = generous } }
	}
}
house_trad.1917 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_greedy
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_greedy
	}
	
	option = {
		name = house_trad.1917.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = gregarious } }
	}
}
house_trad.1918 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_greedy
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1917.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = gregarious } }
	}
}
house_trad.1919 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_honorable
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_honorable
	}
	
	option = {
		name = house_trad.1919.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = honest } }
	}
}
house_trad.1920 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_honorable
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1919.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = honest } }
	}
}
house_trad.1921 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_content
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_content
	}
	
	option = {
		name = house_trad.1921.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = humble } }
	}
}
house_trad.1922 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_content
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1921.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = humble } }
	}
}
house_trad.1923 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_zealous
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_zealous
	}
	
	option = {
		name = house_trad.1923.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = just } }
	}
}
house_trad.1924 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_zealous
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1923.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = just } }
	}
}
house_trad.1925 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = idle
	}
	right_portrait = {
		character = scope:role_model
		animation = idle
	}
	
	option = {
		name = house_trad.1925.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = patient } }
	}
}
house_trad.1926 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = idle
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1925.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = patient } }
	}
}
house_trad.1927 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = idle
	}
	right_portrait = {
		character = scope:role_model
		animation = idle
	}
	
	option = {
		name = house_trad.1927.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = temperate } }
	}
}
house_trad.1928 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = idle
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1927.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = temperate } }
	}
}
house_trad.1929 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:role_model
		animation = admiration
	}
	
	option = {
		name = house_trad.1929.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = trusting } }
	}
}
house_trad.1930 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1929.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = trusting } }
	}
}
house_trad.1931 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_zealous
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_zealous
	}
	
	option = {
		name = house_trad.1931.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = zealous } }
	}
}
house_trad.1932 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_zealous
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1931.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = zealous } }
	}
}
house_trad.1933 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_compassionate
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_compassionate
	}
	
	option = {
		name = house_trad.1933.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = compassionate } }
	}
}
house_trad.1934 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_compassionate
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1933.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = compassionate } }
	}
}
house_trad.1935 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_coward
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_coward
	}
	
	option = {
		name = house_trad.1935.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = craven } }
	}
}
house_trad.1936 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_coward
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1935.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = craven } }
	}
}
house_trad.1937 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = rage
	}
	right_portrait = {
		character = scope:role_model
		animation = rage
	}
	
	option = {
		name = house_trad.1937.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = wrathful } }
	}
}
house_trad.1938 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = rage
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1937.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = wrathful } }
	}
}
house_trad.1939 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:role_model
		animation = admiration
	}
	
	option = {
		name = house_trad.1939.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = lustful } }
	}
}
house_trad.1940 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1939.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = lustful } }
	}
}
house_trad.1941 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = war_attacker
	}
	right_portrait = {
		character = scope:role_model
		animation = war_attacker
	}

	option = {
		name = house_trad.1941.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = ambitious } }
	}
}
house_trad.1942 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = war_attacker
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1941.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = ambitious } }
	}
}
house_trad.1943 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = sadness
	}
	right_portrait = {
		character = scope:role_model
		animation = sadness
	}
	
	option = {
		name = house_trad.1943.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = lazy } }
	}
}
house_trad.1944 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = pain
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1943.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = lazy } }
	}
}
house_trad.1945 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_bold
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_bold
	}
	
	option = {
		name = house_trad.1945.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = stubborn } }
	}
}
house_trad.1946 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = dismissal
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1945.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = stubborn } }
	}
}
house_trad.1947 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_vengeful
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_vengeful
	}
	
	option = {
		name = house_trad.1947.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = vengeful } }
	}
}
house_trad.1948 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_vengeful
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1947.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = vengeful } }
	}
}
house_trad.1949 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_greedy
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_greedy
	}
	
	option = {
		name = house_trad.1949.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = greedy } }
	}
}
house_trad.1950 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_greedy
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1949.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = greedy } }
	}
}
house_trad.1951 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_coward
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_coward
	}
	
	option = {
		name = house_trad.1951.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = shy } }
	}
}
house_trad.1952 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_coward
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1951.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = shy } }
	}
}
house_trad.1953 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = scheme
	}
	right_portrait = {
		character = scope:role_model
		animation = scheme
	}
	
	option = {
		name = house_trad.1953.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = deceitful } }
	}
}
house_trad.1954 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = scheme
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1953.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = deceitful } }
	}
}
house_trad.1955 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = war_attacker
	}
	right_portrait = {
		character = scope:role_model
		animation = war_attacker
	}
	
	option = {
		name = house_trad.1955.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = arrogant } }
	}
}
house_trad.1956 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = war_attacker
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1955.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = arrogant } }
	}
}
house_trad.1957 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = boredom
	}
	right_portrait = {
		character = scope:role_model
		animation = boredom
	}
	
	option = {
		name = house_trad.1957.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = arbitrary } }
	}
}
house_trad.1958 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = boredom
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1957.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = arbitrary } }
	}
}
house_trad.1959 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = anger
	}
	right_portrait = {
		character = scope:role_model
		animation = anger
	}
	
	option = {
		name = house_trad.1959.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = impatient } }
	}
}
house_trad.1960 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = anger
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1959.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = impatient } }
	}
}
house_trad.1961 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = happiness
	}
	right_portrait = {
		character = scope:role_model
		animation = happiness
	}
	
	option = {
		name = house_trad.1961.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = gluttonous } }
	}
}
house_trad.1962 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = happiness
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1961.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = gluttonous } }
	}
}
house_trad.1963 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = paranoia
	}
	right_portrait = {
		character = scope:role_model
		animation = paranoia
	}
	
	option = {
		name = house_trad.1963.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = paranoid } }
	}
}
house_trad.1964 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = paranoia
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1963.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = paranoid } }
	}
}
house_trad.1965 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_cynical
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_cynical
	}
	
	option = {
		name = house_trad.1965.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = cynical } }
	}
}
house_trad.1966 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_cynical
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1965.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = cynical } }
	}
}
house_trad.1967 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_callous
	}
	right_portrait = {
		character = scope:role_model
		animation = personality_callous
	}
	
	option = {
		name = house_trad.1967.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = callous } }
	}
}
house_trad.1968 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.blacksheep
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = personality_callous
	}
	right_portrait = {
		character = scope:guardian
		animation = disapproval
	}
	
	option = {
		name = house_trad.1967.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = callous } }
	}
}
house_trad.1969 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = scheme
	}
	right_portrait = {
		character = scope:role_model
		animation = scheme
	}
	
	option = {
		name = house_trad.1969.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = sadistic } }
	}
}
house_trad.1970 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = scheme
	}
	right_portrait = {
		character = scope:role_model
		animation = disapproval
	}
	
	option = {
		name = house_trad.1969.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = sadistic } }
	}
}
house_trad.1971 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = scheme
	}
	right_portrait = {
		character = scope:role_model
		animation = scheme
	}
	
	option = {
		name = house_trad.1971.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = eccentric } }
	}
}
house_trad.1972 = {
	type = character_event
	title = house_trad.1001.t
	desc = house_trad.1900.progeny
	theme = family
	left_portrait = {
		character = scope:personality_child
		animation = scheme
	}
	right_portrait = {
		character = scope:role_model
		animation = disapproval
	}
	
	option = {
		name = house_trad.1971.a
		show_as_tooltip = { scope:personality_child = { add_trait_force_tooltip = eccentric } }
	}
}


############################
#
# Child reflects on house values as s/he comes of age
#
############################
# 2010. Valor					personality_bold			- sword made with hardened steel
# 2020. Honor					personality_honorable		- armor emblazoned with the family name
# 2030. Duty					war_defender				- additional responsibilities in the estate
# 2040. Justice					personality_zealous			- personal signet ring
# 2050. Vengeance				personality_vengeful		- ornate dagger engraved with the house motto
# 2060. Pride					personality_callous			- jeweled necklace
# 2070. Respect					anger						- jeweled circlet
# 2080. Power					war_attacker				- ceremonial sword
# 2090. Influence				schadenfreude				- ornate ring with rare gems 
# 2100. Guile					scheme						- a seat in family meetings
# 2110. Survival (Perseverance)	personality_coward			- a simple dagger and belt pouch
# 2120. Vigilance				worry						- shield bearing the family crest
# 2130. Peace					personality_forgiving		- a pet dog
# 2140. Fortune					personality_greedy			- a bag of gold and gems
# 2150. Knowledge				disbelief					- a rare copy of an ancient manuscript 
# 2160. Truth					personality_cynical			- a collection of occult treatises
# 2170. Wisdom					idle						- ancestral furcloak that has been in the family for generations
# 2180. Devotion				personality_content			- new prayer vestments
# 2190. Family					happiness					- a courtship painting
# 2200. Compassion				personality_compassionate	- knitted wool shirt
# 2210. Joy						admiration					- a feast in my honor
# 2220. Distinction				personality_bold			- copper corolla adorned with traditional tokens

# All 2XX5's are variants when the child is without parents.
#

house_trad.2001 = {
	type = character_event
	hidden = yes

#	trigger = {
#		age = 15	
# #Should be triggered by on_birthday action
#	}
	
	immediate = {
		#For Tradition Coming of Age Gifts leveraging the vanilla create_???_artifact_effects to generate descriptions.
		save_scope_as = dedication_d

		if = { # Guided by a parent/grandparent, receives a coming of age gift
			limit = {
				OR = {
					any_parent = { is_alive = yes }
					AND = {
						exists = root.father
							root.father = { #ZGC
								any_parent = { #Grandparents
									is_alive = yes
									house = root.house
								}
							}
						}
					AND = {
						exists = root.mother
						root.mother = { #ZGC
							any_parent = { #Grandparents
								is_alive = yes
								house = root.house
							}
						}
					}
				}
			}
			if = {
				limit = { any_parent = { is_alive = yes } }
				random_parent = {
					save_scope_as = guardian
					# Commissioning a local artisan for coming of age gift
					find_artisan_creator = yes
				}
			} # Parent
			else_if = {
				limit = { father = { any_parent = { is_alive = yes house = root.house } } }
				father = {
					random_parent = {
						limit = { house = root.house }
						save_scope_as = guardian
						# Commissioning a local artisan for coming of age gift
						find_artisan_creator = yes
					} # Grandparent
				}
			}
			else = {
				mother = {
					random_parent = {
						limit = { house = root.house }
						save_scope_as = guardian
						# Commissioning a local artisan for coming of age gift
						find_artisan_creator = yes
					} # Grandparent
				}
			}
			# Commissioning a local artisan for coming of age gift
			# If the guardian's court didn't have an artisan, find one in the child's or child's top liege's court.
			if = {
				limit = { NOT = { exists = scope:creator } }
				find_artisan_creator = yes
			}
			if = {
				limit = { NOT = { exists = scope:creator } }
				top_liege = {
					find_artisan_creator = yes
				}
			}

			if = {
				limit = { house = { has_house_modifier = trad_valor } }
				trigger_event = house_trad.2010
			}
			if = {
				limit = { house = { has_house_modifier = trad_honor } }
				trigger_event = house_trad.2020
			}
			if = {
				limit = { house = { has_house_modifier = trad_duty } }
				trigger_event = house_trad.2030
			}
			if = {
				limit = { house = { has_house_modifier = trad_justice } }
				trigger_event = house_trad.2040
			}
			if = {
				limit = { house = { has_house_modifier = trad_vengeance } }
				trigger_event = house_trad.2050
			}
			if = {
				limit = { house = { has_house_modifier = trad_pride } }
				trigger_event = house_trad.2060
			}
			if = {
				limit = { house = { has_house_modifier = trad_respect } }
				trigger_event = house_trad.2070
			}
			if = {
				limit = { house = { has_house_modifier = trad_power } }
				trigger_event = house_trad.2080
			}
			if = {
				limit = { house = { has_house_modifier = trad_influence } }
				trigger_event = house_trad.2090
			}
			if = {
				limit = { house = { has_house_modifier = trad_guile } }
				trigger_event = house_trad.2100
			}
			if = {
				limit = { house = { has_house_modifier = trad_survival } }
				trigger_event = house_trad.2110
			}
			if = {
				limit = { house = { has_house_modifier = trad_vigilance } }
				trigger_event = house_trad.2120
			}
			if = {
				limit = { house = { has_house_modifier = trad_peace } }
				trigger_event = house_trad.2130
			}
			if = {
				limit = { house = { has_house_modifier = trad_fortune } }
				trigger_event = house_trad.2140
			}
			if = {
				limit = { house = { has_house_modifier = trad_knowledge } }
				trigger_event = house_trad.2150
			}
			if = {
				limit = { house = { has_house_modifier = trad_truth } }
				trigger_event = house_trad.2160
			}
			if = {
				limit = { house = { has_house_modifier = trad_wisdom } }
				trigger_event = house_trad.2170
			}
			if = {
				limit = { house = { has_house_modifier = trad_devotion } }
				trigger_event = house_trad.2180
			}
			if = {
				limit = { house = { has_house_modifier = trad_family } }
				trigger_event = house_trad.2190
			}
			if = {
				limit = { house = { has_house_modifier = trad_compassion } }
				trigger_event = house_trad.2200
			}
			if = {
				limit = { house = { has_house_modifier = trad_joy } }
				trigger_event = house_trad.2210
			}
			if = {
				limit = { house = { has_house_modifier = trad_distinction } }
				trigger_event = house_trad.2220
			}
		}
		else = { # Orphaned, holds on to an heirloom bestowed at birth
			if = {
				limit = { house = { has_house_modifier = trad_valor } }
				trigger_event = house_trad.2015
			}
			if = {
				limit = { house = { has_house_modifier = trad_honor } }
				trigger_event = house_trad.2025
			}
			if = {
				limit = { house = { has_house_modifier = trad_duty } }
				trigger_event = house_trad.2035
			}
			if = {
				limit = { house = { has_house_modifier = trad_justice } }
				trigger_event = house_trad.2045
			}
			if = {
				limit = { house = { has_house_modifier = trad_vengeance } }
				trigger_event = house_trad.2055
			}
			if = {
				limit = { house = { has_house_modifier = trad_pride } }
				trigger_event = house_trad.2065
			}
			if = {
				limit = { house = { has_house_modifier = trad_respect } }
				trigger_event = house_trad.2075
			}
			if = {
				limit = { house = { has_house_modifier = trad_power } }
				trigger_event = house_trad.2085
			}
			if = {
				limit = { house = { has_house_modifier = trad_influence } }
				trigger_event = house_trad.2095
			}
			if = {
				limit = { house = { has_house_modifier = trad_guile } }
				trigger_event = house_trad.2105
			}
			if = {
				limit = { house = { has_house_modifier = trad_survival } }
				trigger_event = house_trad.2115
			}
			if = {
				limit = { house = { has_house_modifier = trad_vigilance } }
				trigger_event = house_trad.2125
			}
			if = {
				limit = { house = { has_house_modifier = trad_peace } }
				trigger_event = house_trad.2135
			}
			if = {
				limit = { house = { has_house_modifier = trad_fortune } }
				trigger_event = house_trad.2145
			}
			if = {
				limit = { house = { has_house_modifier = trad_knowledge } }
				trigger_event = house_trad.2155
			}
			if = {
				limit = { house = { has_house_modifier = trad_truth } }
				trigger_event = house_trad.2165
			}
			if = {
				limit = { house = { has_house_modifier = trad_wisdom } }
				trigger_event = house_trad.2175
			}
			if = {
				limit = { house = { has_house_modifier = trad_devotion } }
				trigger_event = house_trad.2185
			}
			if = {
				limit = { house = { has_house_modifier = trad_family } }
				trigger_event = house_trad.2195
			}
			if = {
				limit = { house = { has_house_modifier = trad_compassion } }
				trigger_event = house_trad.2205
			}
			if = {
				limit = { house = { has_house_modifier = trad_joy } }
				trigger_event = house_trad.2215
			}
			if = {
				limit = { house = { has_house_modifier = trad_distinction } }
				trigger_event = house_trad.2225
			}
		}
	} # Immediate Bloc
}

# Child Contemplates Valor Traditions
house_trad.2010 = {
	type = character_event
	title = house_trad.2010.t
	desc = house_trad.2010.desc
	theme = family
	override_background = { reference = armory }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = personality_bold
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = { has_trait = craven }
				OR = {
					has_trait = brave
					has_trait = stubborn
					has_trait = impatient
				}
			}
		}

		trait = brave
		trait = stubborn
		trait = impatient

		#effects here
		if = {
			limit = { has_trait = brave }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = stubborn }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = impatient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_valor years = 20 }
		of_age_gift_valor = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = craven 
					has_trait = brave
					has_trait = stubborn
					has_trait = impatient
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_valor years = 20 }
		of_age_gift_valor = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				has_trait = craven
			}
		}

		trait = craven

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_valor = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }

		# add_character_modifier = { modifier = gift_valor years = 20 }
		of_age_gift_valor = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				has_trait = craven
			}
		}

		trait = craven

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Valor Traditions - Orphaned
house_trad.2015 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
		if = {
			limit = { father = { death_reason = death_battle } }
			father = { save_scope_as = battle_slain }
		}
		else_if = {
			limit = { mother = { death_reason = death_battle } }
			mother = { save_scope_as = battle_slain }
		}
		else_if = {
			limit = { father = { father = { death_reason = death_battle } } }
			father = { 
				father = { 
					save_scope_as = battle_slain 
				} 
			}
		}
		else_if = {
			limit = { father = { mother = { death_reason = death_battle } } }
			father = { 
				mother = { 
					save_scope_as = battle_slain 
				} 
			}
		}
		else_if = {
			limit = { mother = { father = { death_reason = death_battle } } }
			mother = { 
				father = { 
					save_scope_as = battle_slain 
				} 
			}
		}
		else_if = {
			limit = { mother = { mother = { death_reason = death_battle } } }
			mother = { 
				mother = { 
					save_scope_as = battle_slain 
				} 
			}
		}
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = personality_bold
	}
	right_portrait = {
		character = scope:battle_slain
		animation = war_defender
	}

	option = {
		name = house_trad.2015.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = { has_trait = craven }
				OR = {
					has_trait = brave
					has_trait = stubborn
					has_trait = impatient
				}
			}
		}

		trait = brave
		trait = stubborn
		trait = impatient

		#effects here
		if = {
			limit = { has_trait = brave }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = stubborn }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = impatient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_valor
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2015.a_memory # Honor Parents
		trigger = {
			scope:battle_slain = { exists = yes }
			ROOT = {
				NOT = {
					has_trait = craven 
				}
			}
		}

		#effects here
		add_prestige = 300
		dynasty = { add_dynasty_prestige = 30 }
		add_character_modifier = {
			modifier = resolve_valor
			years = 20
		}
		add_stress = 40

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2015.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = craven 
					has_trait = brave
					has_trait = stubborn
					has_trait = impatient
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2015.c_memory # Blacksheep change in honor of slain family member
		trigger = {
			scope:battle_slain = { exists = yes }
			ROOT = {
				has_trait = craven
			}
		}

		trait = craven

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_valor = yes

		add_prestige = 300
		dynasty = { add_dynasty_prestige = 30 }
		add_character_modifier = {
			modifier = resolve_valor
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2015.c # Blacksheep change
		trigger = {
			NOT = { scope:battle_slain = { exists = yes } }
			ROOT = {
				has_trait = craven
			}
		}

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_valor = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2015.d # Blacksheep won't change
		trigger = {
			ROOT = {
				has_trait = craven
			}
		}

		trait = craven

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Honor Traditions
house_trad.2020 = {
	type = character_event
	title = house_trad.2020.t
	desc = house_trad.2020.desc
	theme = family
	override_background = { reference = armory }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = personality_honorable
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = deceitful 
					has_trait = arbitrary
					has_trait = fickle 
				}
				OR = {
					has_trait = honest
					has_trait = just
					has_trait = stubborn
				}
			}
		}

		trait = honest
		trait = just
		trait = stubborn

		#effects here
		if = {
			limit = { has_trait = honest }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = just }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = stubborn }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
#		add_character_modifier = { modifier = gift_honor years = 20 }
		of_age_gift_honor = yes

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = deceitful 
					has_trait = arbitrary
					has_trait = fickle 
					has_trait = honest
					has_trait = just
					has_trait = stubborn
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_honor years = 20 }
		of_age_gift_honor = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = deceitful 
					has_trait = arbitrary
					has_trait = fickle 
				}
			}
		}

		trait = deceitful
		trait = arbitrary
		trait = fickle

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_honor = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_honor years = 20 }
		of_age_gift_honor = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = deceitful 
					has_trait = arbitrary
					has_trait = fickle 
				}
			}
		}

		trait = deceitful
		trait = arbitrary
		trait = fickle

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Honor Traditions - Orphaned
house_trad.2025 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = personality_honorable
	}

	option = {
		name = house_trad.2025.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = deceitful 
					has_trait = arbitrary
					has_trait = fickle 
				}
				OR = {
					has_trait = honest
					has_trait = just
					has_trait = stubborn
				}
			}
		}

		trait = honest
		trait = just
		trait = stubborn

		#effects here
		if = {
			limit = { has_trait = honest }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = just }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = stubborn }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_honor
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = deceitful 
					has_trait = arbitrary
					has_trait = fickle 
					has_trait = honest
					has_trait = just
					has_trait = stubborn
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = deceitful 
					has_trait = arbitrary
					has_trait = fickle 
				}
			}
		}

		trait = deceitful
		trait = arbitrary
		trait = fickle

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_honor = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_honor
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = deceitful 
					has_trait = arbitrary
					has_trait = fickle 
				}
			}
		}

		trait = deceitful
		trait = arbitrary
		trait = fickle

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Duty Traditions
house_trad.2030 = {
	type = character_event
	title = house_trad.2030.t
	desc = house_trad.2030.desc
	theme = family
	override_background = { reference = courtyard }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = war_defender
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = arrogant
					has_trait = ambitious
				}
				OR = {
					has_trait = diligent
					has_trait = humble
					has_trait = impatient
				}
			}
		}

		trait = diligent
		trait = humble
		trait = impatient

		#effects here
		if = {
			limit = { has_trait = diligent }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = humble }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = impatient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		add_character_modifier = { modifier = gift_duty years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_martial_lifestyle_perk_points = 1
		# of_age_gift_duty = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = arrogant
					has_trait = ambitious
					has_trait = diligent
					has_trait = humble
					has_trait = impatient
				}
			}
		}

		#effects here
		add_prestige = 100
		add_character_modifier = { modifier = gift_duty years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_martial_lifestyle_perk_points = 1
		# of_age_gift_duty = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = arrogant
					has_trait = ambitious
				}
			}
		}

		trait = lazy
		trait = arrogant
		trait = ambitious

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_duty = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = { modifier = gift_duty years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_martial_lifestyle_perk_points = 1
		# of_age_gift_duty = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = arrogant
					has_trait = ambitious
				}
			}
		}

		trait = lazy
		trait = arrogant
		trait = ambitious

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Duty Traditions - Orphaned
house_trad.2035 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = war_defender
	}

	option = {
		name = house_trad.2035.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = arrogant
					has_trait = ambitious
				}
				OR = {
					has_trait = diligent
					has_trait = humble
					has_trait = impatient
				}
			}
		}

		trait = diligent
		trait = humble
		trait = impatient

		#effects here
		if = {
			limit = { has_trait = diligent }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = humble }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = impatient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_duty
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = arrogant
					has_trait = ambitious
					has_trait = diligent
					has_trait = humble
					has_trait = impatient
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = arrogant
					has_trait = ambitious
				}
			}
		}

		trait = lazy
		trait = arrogant
		trait = ambitious

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_duty = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_duty
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = arrogant
					has_trait = ambitious
				}
			}
		}

		trait = lazy
		trait = arrogant
		trait = ambitious

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Justice Traditions
house_trad.2040 = {
	type = character_event
	title = house_trad.2040.t
	desc = house_trad.2040.desc
	theme = family
	override_background = { reference = gallows }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = personality_zealous
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = arbitrary 
					has_trait = forgiving
				}
				OR = {
					has_trait = just
					has_trait = vengeful
					has_trait = zealous
				}
			}
		}

		trait = just
		trait = vengeful
		trait = zealous

		#effects here
		if = {
			limit = { has_trait = just }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = vengeful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = zealous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_justice years = 20 }
		of_age_gift_justice = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = arbitrary 
					has_trait = forgiving
					has_trait = just
					has_trait = vengeful
					has_trait = zealous
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_justice years = 20 }
		of_age_gift_justice = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = arbitrary 
					has_trait = forgiving
				}
			}
		}

		trait = arbitrary
		trait = forgiving

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_justice = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_justice years = 20 }
		of_age_gift_justice = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = arbitrary 
					has_trait = forgiving
				}
			}
		}

		trait = arbitrary
		trait = forgiving

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Justice Traditions - Orphaned
house_trad.2045 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = personality_zealous
	}

	option = {
		name = house_trad.2045.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = arbitrary 
					has_trait = forgiving
				}
				OR = {
					has_trait = just
					has_trait = vengeful
					has_trait = zealous
				}
			}
		}

		trait = just
		trait = vengeful
		trait = zealous

		#effects here
		if = {
			limit = { has_trait = just }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = vengeful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = zealous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_justice
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = arbitrary 
					has_trait = forgiving
					has_trait = just
					has_trait = vengeful
					has_trait = zealous
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = arbitrary 
					has_trait = forgiving
				}
			}
		}

		trait = arbitrary
		trait = forgiving

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_justice = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_justice
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = arbitrary 
					has_trait = forgiving
				}
			}
		}

		trait = arbitrary
		trait = forgiving

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Vengeance Traditions
house_trad.2050 = {
	type = character_event
	title = house_trad.2050.t
	desc = house_trad.2050.desc
	theme = family
	override_background = { reference = dungeon }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
		house = {
			random_in_list = {
				variable = killed_house_members
				limit = { killer = { is_alive = yes } }
				save_scope_as = murdered_relative
			}
		}
		# if = {
		# 	limit = { father = { is_alive = no } }
		# 	father = { 
		# 		if = { 
		# 			limit = { killer = { is_alive = yes } }
		# 			save_scope_as = murdered_relative 
		# 		}
		# 	}
		# }
		# else_if = {
		# 	limit = { mother = { is_alive = no } }
		# 	mother = {
		# 		if = { 
		# 			limit = { killer = { is_alive = yes } }
		# 			save_scope_as = murdered_relative 
		# 		}
		# 	}
		# }
		# else_if = {
		# 	limit = { father = { father = { is_alive = no } } }
		# 	father = { 
		# 		father = { 
		# 			if = { 
		# 				limit = { killer = { is_alive = yes } }
		# 				save_scope_as = murdered_relative 
		# 			}
		# 		} 
		# 	}
		# }
		# else_if = {
		# 	limit = { father = { mother = { is_alive = no } } }
		# 	father = { 
		# 		mother = { 
		# 			if = { 
		# 				limit = { killer = { is_alive = yes } }
		# 				save_scope_as = murdered_relative 
		# 			}
		# 		} 
		# 	}
		# }
		# else_if = {
		# 	limit = { mother = { father = { is_alive = no } } }
		# 	mother = { 
		# 		father = { 
		# 			if = { 
		# 				limit = { killer = { is_alive = yes } }
		# 				save_scope_as = murdered_relative 
		# 			}
		# 		} 
		# 	}
		# }
		# else_if = {
		# 	limit = { mother = { mother = { is_alive = no } } }
		# 	mother = { 
		# 		mother = { 
		# 			if = { 
		# 				limit = { killer = { is_alive = yes } }
		# 				save_scope_as = murdered_relative 
		# 			}
		# 		} 
		# 	}
		# }
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = personality_vengeance
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			NOT = { scope:murdered_relative.killer = { is_alive = yes } }
			ROOT = {
				NOT = {
					has_trait = forgiving 
					has_trait = compassionate
				}
				OR = {
					has_trait = vengeful
					has_trait = just
					has_trait = sadistic
				}
			}
		}

		trait = vengeful
		trait = just
		trait = sadistic

		#effects here
		if = {
			limit = { has_trait = vengeful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = just }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = sadistic }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_vengeance years = 20 }
		of_age_gift_vengeance = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2050.a_memory # Avenge relative
		trigger = {
			scope:murdered_relative.killer = { is_alive = yes }
			ROOT = {
				NOT = {
					has_trait = forgiving 
					has_trait = compassionate
				}
			}
		}

		#effects here
		add_prestige = 300
		dynasty = { add_dynasty_prestige = 30 }
		# add_character_modifier = { modifier = gift_vengeance years = 20 }
		set_relation_nemesis = scope:murdered_relative.killer
		of_age_gift_vengeance = yes

		add_stress = 40

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			NOT = { scope:murdered_relative.killer = { is_alive = yes } }
			ROOT = {
				NOT = {
					has_trait = forgiving 
					has_trait = compassionate
					has_trait = vengeful
					has_trait = just
					has_trait = sadistic
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_vengeance years = 20 }
		of_age_gift_vengeance = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			NOT = { scope:murdered_relative.killer = { is_alive = yes } }
			ROOT = {
				OR = {
					has_trait = forgiving 
					has_trait = compassionate
				}
			}
		}

		trait = forgiving
		trait = compassionate

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_vengeance = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_vengeance years = 20 }
		of_age_gift_vengeance = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2050.c_memory # Blacksheep change to Avenge
		trigger = {
			scope:murdered_relative.killer = { is_alive = yes }
			ROOT = {
				OR = {
					has_trait = forgiving 
					has_trait = compassionate
				}
			}
		}

		trait = forgiving
		trait = compassionate

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_vengeance = yes

		add_prestige = 300
		dynasty = { add_dynasty_prestige = 30 }
		# add_character_modifier = { modifier = gift_vengeance years = 20 }
		set_relation_nemesis = scope:murdered_relative.killer
		of_age_gift_vengeance = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = forgiving 
					has_trait = compassionate
				}
			}
		}

		trait = forgiving
		trait = compassionate

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Vengeance Traditions - Orphaned
house_trad.2055 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
		house = {
			random_in_list = {
				variable = killed_house_members
				limit = { killer = { is_alive = yes } }
				save_scope_as = murdered_relative
			}
		}
		# if = {
		# 	limit = { father = { is_alive = no } }
		# 	father = { 
		# 		if = { 
		# 			limit = { killer = { is_alive = yes } }
		# 			save_scope_as = murdered_relative 
		# 		}
		# 	}
		# }
		# else_if = {
		# 	limit = { mother = { is_alive = no } }
		# 	mother = {
		# 		if = { 
		# 			limit = { killer = { is_alive = yes } }
		# 			save_scope_as = murdered_relative 
		# 		}
		# 	}
		# }
		# else_if = {
		# 	limit = { father = { father = { is_alive = no } } }
		# 	father = { 
		# 		father = { 
		# 			if = { 
		# 				limit = { killer = { is_alive = yes } }
		# 				save_scope_as = murdered_relative 
		# 			}
		# 		} 
		# 	}
		# }
		# else_if = {
		# 	limit = { father = { mother = { is_alive = no } } }
		# 	father = { 
		# 		mother = { 
		# 			if = { 
		# 				limit = { killer = { is_alive = yes } }
		# 				save_scope_as = murdered_relative 
		# 			}
		# 		} 
		# 	}
		# }
		# else_if = {
		# 	limit = { mother = { father = { is_alive = no } } }
		# 	mother = { 
		# 		father = { 
		# 			if = { 
		# 				limit = { killer = { is_alive = yes } }
		# 				save_scope_as = murdered_relative 
		# 			}
		# 		} 
		# 	}
		# }
		# else_if = {
		# 	limit = { mother = { mother = { is_alive = no } } }
		# 	mother = { 
		# 		mother = { 
		# 			if = { 
		# 				limit = { killer = { is_alive = yes } }
		# 				save_scope_as = murdered_relative 
		# 			}
		# 		} 
		# 	}
		# }
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = personality_vengeance
	}
	right_portrait = {
		character = scope:murdered_relative
		animation = personality_vengeance
	}

	option = {
		name = house_trad.2055.a # House Exemplar
		trigger = {
			NOT = { scope:murdered_relative.killer = { is_alive = yes } }
			ROOT = {
				NOT = {
					has_trait = forgiving 
					has_trait = compassionate
				}
				OR = {
					has_trait = vengeful
					has_trait = just
					has_trait = sadistic
				}
			}
		}

		trait = vengeful
		trait = just
		trait = sadistic

		#effects here
		if = {
			limit = { has_trait = vengeful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = just }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = sadistic }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_vengeance
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2055.a_memory # Avenge relative
		trigger = {
			scope:murdered_relative.killer = { is_alive = yes }
			ROOT = {
				NOT = {
					has_trait = forgiving 
					has_trait = compassionate
				}
			}
		}

		#effects here
		add_prestige = 300
		dynasty = { add_dynasty_prestige = 30 }
		add_character_modifier = {
			modifier = resolve_vengeance
			years = 20
		}
		set_relation_nemesis = scope:murdered_relative.killer
		add_stress = 40

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			NOT = { scope:murdered_relative.killer = { is_alive = yes } }
			ROOT = {
				NOT = {
					has_trait = forgiving 
					has_trait = compassionate
					has_trait = vengeful
					has_trait = just
					has_trait = sadistic
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			NOT = { scope:murdered_relative.killer = { is_alive = yes } }
			ROOT = {
				OR = {
					has_trait = forgiving 
					has_trait = compassionate
				}
			}
		}

		trait = forgiving
		trait = compassionate

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_vengeance = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_vengeance
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2055.c_memory # Blacksheep change to Avenge relative
		trigger = {
			scope:murdered_relative.killer = { is_alive = yes }
			ROOT = {
				OR = {
					has_trait = forgiving 
					has_trait = compassionate
				}
			}
		}

		trait = forgiving
		trait = compassionate

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_vengeance = yes

		add_prestige = 300
		dynasty = { add_dynasty_prestige = 30 }
		add_character_modifier = {
			modifier = resolve_vengeance
			years = 20
		}
		set_relation_nemesis = scope:murdered_relative.killer

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = forgiving 
					has_trait = compassionate
				}
			}
		}

		trait = forgiving
		trait = compassionate

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Pride Traditions
house_trad.2060 = {
	type = character_event
	title = house_trad.2060.t
	desc = house_trad.2060.desc
	theme = family
	override_background = { reference = throne_room_scope }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = personality_callous
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = content
				}
				OR = {
					has_trait = arrogant
					has_trait = ambitious
					has_trait = wrathful
				}
			}
		}

		trait = arrogant
		trait = ambitious
		trait = wrathful

		#effects here
		if = {
			limit = { has_trait = arrogant }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = ambitious }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = wrathful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_pride years = 20 }
		of_age_gift_pride = yes

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = content
					has_trait = arrogant
					has_trait = ambitious
					has_trait = wrathful
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_pride years = 20 }
		of_age_gift_pride = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = content
				}
			}
		}

		trait = humble
		trait = content

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_pride = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_pride years = 20 }
		of_age_gift_pride = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = content
				}
			}
		}

		trait = humble
		trait = content

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Pride Traditions - Orphaned
house_trad.2065 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = personality_callous
	}

	option = {
		name = house_trad.2065.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = content
				}
				OR = {
					has_trait = arrogant
					has_trait = ambitious
					has_trait = wrathful
				}
			}
		}

		trait = arrogant
		trait = ambitious
		trait = wrathful

		#effects here
		if = {
			limit = { has_trait = arrogant }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = ambitious }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = wrathful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_pride
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = content
					has_trait = arrogant
					has_trait = ambitious
					has_trait = wrathful
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = content
				}
			}
		}

		trait = humble
		trait = content

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_pride = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_pride
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = content
				}
			}
		}

		trait = humble
		trait = content

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Authority Traditions
house_trad.2070 = {
	type = character_event
	title = house_trad.2070.t
	desc = house_trad.2070.desc
	theme = family
	override_background = { reference = throne_room_scope }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = anger
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = compassionate
				}
				OR = {
					has_trait = callous
					has_trait = arrogant
					has_trait = vengeful
				}
			}
		}

		trait = callous
		trait = arrogant
		trait = vengeful

		#effects here
		if = {
			limit = { has_trait = callous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = arrogant }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = vengeful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_respect years = 20 }
		of_age_gift_respect = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = compassionate
					has_trait = callous
					has_trait = arrogant
					has_trait = vengeful
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_respect years = 20 }
		of_age_gift_respect = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = compassionate
				}
			}
		}

		trait = humble
		trait = compassionate

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_respect = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_respect years = 20 }
		of_age_gift_respect = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = compassionate
				}
			}
		}

		trait = humble
		trait = compassionate

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Authority Traditions - Orphaned
house_trad.2075 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = anger
	}

	option = {
		name = house_trad.2075.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = compassionate
				}
				OR = {
					has_trait = callous
					has_trait = arrogant
					has_trait = vengeful
				}
			}
		}

		trait = callous
		trait = arrogant
		trait = vengeful

		#effects here
		if = {
			limit = { has_trait = callous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = arrogant }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = vengeful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_respect
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = compassionate
					has_trait = callous
					has_trait = arrogant
					has_trait = vengeful
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = compassionate
				}
			}
		}

		trait = humble
		trait = compassionate

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_respect = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_respect
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = compassionate
				}
			}
		}

		trait = humble
		trait = compassionate

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Power Traditions
house_trad.2080 = {
	type = character_event
	title = house_trad.2080.t
	desc = house_trad.2080.desc
	theme = family
	override_background = { reference = throne_room_scope }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = war_attacker
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = content
				}
				OR = {
					has_trait = ambitious
					has_trait = wrathful
					has_trait = impatient
				}
			}
		}

		trait = ambitious
		trait = wrathful
		trait = impatient

		#effects here
		if = {
			limit = { has_trait = ambitious }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = wrathful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = impatient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_power years = 20 }
		of_age_gift_power = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = content
					has_trait = ambitious
					has_trait = wrathful
					has_trait = impatient
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_power years = 20 }
		of_age_gift_power = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = content
				}
			}
		}

		trait = lazy
		trait = content

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_power = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_power years = 20 }
		of_age_gift_power = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = content
				}
			}
		}

		trait = lazy
		trait = content

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Power Traditions - Orphaned
house_trad.2085 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = war_attacker
	}

	option = {
		name = house_trad.2085.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = content
				}
				OR = {
					has_trait = ambitious
					has_trait = wrathful
					has_trait = impatient
				}
			}
		}

		trait = ambitious
		trait = wrathful
		trait = impatient

		#effects here
		if = {
			limit = { has_trait = ambitious }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = wrathful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = impatient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_power
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = content
					has_trait = ambitious
					has_trait = wrathful
					has_trait = impatient
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = content
				}
			}
		}

		trait = lazy
		trait = content

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_power = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_power
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = content
				}
			}
		}

		trait = lazy
		trait = content

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Influence Traditions
house_trad.2090 = {
	type = character_event
	title = house_trad.2090.t
	desc = house_trad.2090.desc
	theme = family
	override_background = { reference = throne_room_scope }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = schadenfreude
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = trusting 
					has_trait = content
				}
				OR = {
					has_trait = gregarious
					has_trait = calm
					has_trait = deceitful
				}
			}
		}

		trait = patient
		trait = calm
		trait = deceitful

		#effects here
		if = {
			limit = { has_trait = gregarious }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = calm }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = deceitful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_influence years = 20 }
		of_age_gift_influence = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = trusting 
					has_trait = content
					has_trait = gregarious
					has_trait = calm
					has_trait = deceitful
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_influence years = 20 }
		of_age_gift_influence = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = trusting 
					has_trait = content
				}
			}
		}

		trait = trusting
		trait = content

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_influence = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_influence years = 20 }
		of_age_gift_influence = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = trusting 
					has_trait = content
				}
			}
		}

		trait = trusting
		trait = content

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Influence Traditions - Orphaned
house_trad.2095 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = schadenfreude
	}

	option = {
		name = house_trad.2095.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = trusting 
					has_trait = content
				}
				OR = {
					has_trait = gregarious
					has_trait = calm
					has_trait = deceitful
				}
			}
		}

		trait = patient
		trait = calm
		trait = deceitful

		#effects here
		if = {
			limit = { has_trait = gregarious }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = calm }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = deceitful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_influence
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = trusting 
					has_trait = content
					has_trait = gregarious
					has_trait = calm
					has_trait = deceitful
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = trusting 
					has_trait = content
				}
			}
		}

		trait = trusting
		trait = content

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_influence = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_influence
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = trusting 
					has_trait = content
				}
			}
		}

		trait = trusting
		trait = content

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Guile Traditions
house_trad.2100 = {
	type = character_event
	title = house_trad.2100.t
	desc = house_trad.2100.desc
	theme = family
	override_background = { reference = council_chamber }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = scheme
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = trusting 
					has_trait = honest
				}
				OR = {
					has_trait = deceitful
					has_trait = fickle
					has_trait = arbitrary
				}
			}
		}

		trait = deceitful
		trait = fickle
		trait = arbitrary

		#effects here
		if = {
			limit = { has_trait = deceitful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = fickle }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = arbitrary }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		add_character_modifier = { modifier = gift_guile years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_intrigue_lifestyle_perk_points = 1
		# of_age_gift_guile = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = trusting 
					has_trait = honest
					has_trait = deceitful
					has_trait = fickle
					has_trait = arbitrary
				}
			}
		}

		#effects here
		add_prestige = 100
		add_character_modifier = { modifier = gift_guile years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_intrigue_lifestyle_perk_points = 1
		# of_age_gift_guile = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = trusting 
					has_trait = honest
				}
			}
		}

		trait = trusting
		trait = honest

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_guile = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = { modifier = gift_guile years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_intrigue_lifestyle_perk_points = 1
		# of_age_gift_guile = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = trusting 
					has_trait = honest
				}
			}
		}

		trait = trusting
		trait = honest

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Guile Traditions - Orphaned
house_trad.2105 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = scheme
	}

	option = {
		name = house_trad.2105.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = trusting 
					has_trait = honest
				}
				OR = {
					has_trait = deceitful
					has_trait = fickle
					has_trait = arbitrary
				}
			}
		}

		trait = deceitful
		trait = fickle
		trait = arbitrary

		#effects here
		if = {
			limit = { has_trait = deceitful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = fickle }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = arbitrary }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_guile
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = trusting 
					has_trait = honest
					has_trait = deceitful
					has_trait = fickle
					has_trait = arbitrary
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = trusting 
					has_trait = honest
				}
			}
		}

		trait = trusting
		trait = honest

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_guile = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_guile
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = trusting 
					has_trait = honest
				}
			}
		}

		trait = trusting
		trait = honest

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Perseverance Traditions
house_trad.2110 = {
	type = character_event
	title = house_trad.2110.t
	desc = house_trad.2110.desc
	theme = family
	override_background = { reference = wilderness_forest_pine }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
		if = {
			limit = {
				father = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			father = { save_scope_as = dead_relative }
		}
		else_if = {
			limit = {
				mother = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			mother = { save_scope_as = dead_relative }
		}
		else_if = {
			limit = {
				father.father = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			father.father = { save_scope_as = dead_relative }
		}
		else_if = {
			limit = {
				father.mother = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			father.mother = { save_scope_as = dead_relative }
		}
		else_if = {
			limit = {
				mother.father = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			mother.father = { save_scope_as = dead_relative }
		}
		else_if = {
			limit = {
				mother.mother = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			mother.mother = { save_scope_as = dead_relative }
		}
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = personality_coward
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = brave 
					has_trait = trusting
				}
				OR = {
					has_trait = craven
					has_trait = paranoid
					has_trait = deceitful
				}
			}
		}

		trait = craven
		trait = paranoid
		trait = deceitful

		#effects here
		if = {
			limit = { has_trait = craven }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = paranoid }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = deceitful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_survival years = 20 }
		of_age_gift_survival = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2110.a_memory # Learn from mistakes of dead relative
		trigger = {
			scope:dead_relative = { exists = yes }
			ROOT = {
				NOT = {
					has_trait = brave 
					has_trait = trusting
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_survival years = 20 }
		of_age_gift_survival = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			NOT = { scope:dead_relative = { exists = yes } }
			ROOT = {
				NOT = {
					has_trait = brave 
					has_trait = trusting
					has_trait = craven
					has_trait = paranoid
					has_trait = deceitful
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_survival years = 20 }
		of_age_gift_survival = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			NOT = { scope:dead_relative = { exists = yes } }
			ROOT = {
				OR = {
					has_trait = brave 
					has_trait = trusting
				}
			}
		}

		trait = brave
		trait = trusting

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_survival = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_survival years = 20 }
		of_age_gift_survival = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2110.c_memory # Blacksheep change to avoid mistakes
		trigger = {
			scope:dead_relative = { exists = yes }
			ROOT = {
				OR = {
					has_trait = brave 
					has_trait = trusting
				}
			}
		}

		trait = brave
		trait = trusting

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_survival = yes

		add_prestige = 300
		dynasty = { add_dynasty_prestige = 30 }
		# add_character_modifier = { modifier = gift_survival years = 20 }
		of_age_gift_survival = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = brave 
					has_trait = trusting
				}
			}
		}

		trait = brave
		trait = trusting

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Perseverance Traditions - Orphaned
house_trad.2115 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
		if = {
			limit = {
				father = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			father = { save_scope_as = dead_relative }
		}
		else_if = {
			limit = {
				mother = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			mother = { save_scope_as = dead_relative }
		}
		else_if = {
			limit = {
				father.father = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			father.father = { save_scope_as = dead_relative }
		}
		else_if = {
			limit = {
				father.mother = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			father.mother = { save_scope_as = dead_relative }
		}
		else_if = {
			limit = {
				mother.father = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			mother.father = { save_scope_as = dead_relative }
		}
		else_if = {
			limit = {
				mother.mother = {
					is_alive = no
					NOT = {
						death_reason = death_natural_causes
						death_reason = death_old_age
					}
				}
			}
			mother.mother = { save_scope_as = dead_relative }
		}
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = personality_coward
	}
	right_portrait = {
		character = scope:dead_relative
		animation = personality_coward
	}

	option = {
		name = house_trad.2115.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = brave 
					has_trait = trusting
				}
				OR = {
					has_trait = craven
					has_trait = paranoid
					has_trait = deceitful
				}
			}
		}

		trait = craven
		trait = paranoid
		trait = deceitful

		#effects here
		if = {
			limit = { has_trait = craven }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = paranoid }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = deceitful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_survival
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2115.a_memory # Learn from mistakes of dead relative
		trigger = {
			scope:dead_relative = { exists = yes }
			ROOT = {
				NOT = {
					has_trait = brave 
					has_trait = trusting
				}
			}
		}

		#effects here
		add_prestige = 100
		add_character_modifier = {
			modifier = resolve_survival
			years = 20
		}

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			NOT = { scope:dead_relative = { exists = yes } }
			ROOT = {
				NOT = {
					has_trait = brave 
					has_trait = trusting
					has_trait = craven
					has_trait = paranoid
					has_trait = deceitful
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			NOT = { scope:dead_relative = { exists = yes } }
			ROOT = {
				OR = {
					has_trait = brave 
					has_trait = trusting
				}
			}
		}

		trait = brave
		trait = trusting

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_survival = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_survival
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2115.c_memory # Blacksheep change to Learn from mistakes of dead relative
		trigger = {
			scope:dead_relative = { exists = yes }
			ROOT = {
				OR = {
					has_trait = brave 
					has_trait = trusting
				}
			}
		}

		trait = brave
		trait = trusting

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_survival = yes

		add_prestige = 300
		dynasty = { add_dynasty_prestige = 30 }
		add_character_modifier = {
			modifier = resolve_survival
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = brave 
					has_trait = trusting
				}
			}
		}

		trait = brave
		trait = trusting

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Vigilance Traditions
house_trad.2120 = {
	type = character_event
	title = house_trad.2120.t
	desc = house_trad.2120.desc
	theme = family
	override_background = { reference = armory }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = worry
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = impatient 
					has_trait = trusting
				}
				OR = {
					has_trait = diligent
					has_trait = patient
					has_trait = paranoid
				}
			}
		}

		trait = diligent
		trait = patient
		trait = paranoid

		#effects here
		if = {
			limit = { has_trait = diligent }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = patient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = paranoid }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_vigilance years = 20 }
		of_age_gift_vigilance = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = impatient 
					has_trait = trusting
					has_trait = diligent
					has_trait = patient
					has_trait = paranoid
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_vigilance years = 20 }
		of_age_gift_vigilance = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = impatient 
					has_trait = trusting
				}
			}
		}

		trait = impatient
		trait = trusting

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_vigilance = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_vigilance years = 20 }
		of_age_gift_vigilance = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = impatient 
					has_trait = trusting
				}
			}
		}

		trait = impatient
		trait = trusting

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Vigilance Traditions - Orphaned
house_trad.2125 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = worry
	}

	option = {
		name = house_trad.2125.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = impatient 
					has_trait = trusting
				}
				OR = {
					has_trait = diligent
					has_trait = patient
					has_trait = paranoid
				}
			}
		}

		trait = diligent
		trait = patient
		trait = paranoid

		#effects here
		if = {
			limit = { has_trait = diligent }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = patient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = paranoid }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_vigilance
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = impatient 
					has_trait = trusting
					has_trait = diligent
					has_trait = patient
					has_trait = paranoid
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = impatient 
					has_trait = trusting
				}
			}
		}

		trait = impatient
		trait = trusting

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_vigilance = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_vigilance
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = impatient 
					has_trait = trusting
				}
			}
		}

		trait = impatient
		trait = trusting

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Peace Traditions
house_trad.2130 = {
	type = character_event
	title = house_trad.2130.t
	desc = house_trad.2130.desc
	theme = family
	override_background = { reference = market }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = personality_forgiving
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = wrathful 
					has_trait = vengeful
				}
				OR = {
					has_trait = forgiving
					has_trait = honest
					has_trait = trusting
				}
			}
		}

		trait = forgiving
		trait = honest
		trait = trusting

		#effects here
		if = {
			limit = { has_trait = forgiving }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = honest }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = trusting }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		#add_character_modifier = { modifier = gift_peace years = 20 }
		if = {
			limit = {
				NOT = {
					any_owned_story = {
						story_type = story_cycle_pet_dog
						exists = story_owner.var:story_cycle_dog_name
					}
				}
			}
			start_dog_story_cycle_effect = yes #Gets pet dog instead of gift modifier
		}
		else = {
			start_cat_story_cycle_effect = yes #Gets pet cat if already has dog
		}
		# of_age_gift_peace = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = wrathful 
					has_trait = vengeful
					has_trait = forgiving
					has_trait = honest
					has_trait = trusting
				}
			}
		}

		#effects here
		add_prestige = 100
		#add_character_modifier = { modifier = gift_peace years = 20 }
		if = {
			limit = {
				NOT = {
					any_owned_story = {
						story_type = story_cycle_pet_dog
						exists = story_owner.var:story_cycle_dog_name
					}
				}
			}
			start_dog_story_cycle_effect = yes #Gets pet dog instead of gift modifier
		}
		else = {
			start_cat_story_cycle_effect = yes #Gets pet cat if already has dog
		}
		# of_age_gift_peace = yes # Empty code bloc, entered here for consistency in case of future changes


		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = wrathful 
					has_trait = vengeful
				}
			}
		}

		trait = wrathful
		trait = vengeful

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_peace = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		#add_character_modifier = { modifier = gift_peace years = 20 }
		if = {
			limit = {
				NOT = {
					any_owned_story = {
						story_type = story_cycle_pet_dog
						exists = story_owner.var:story_cycle_dog_name
					}
				}
			}
			start_dog_story_cycle_effect = yes #Gets pet dog instead of gift modifier
		}
		else = {
			start_cat_story_cycle_effect = yes #Gets pet cat if already has dog
		}
		# of_age_gift_peace = yes # Empty code bloc, entered here for consistency in case of future changes


		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = wrathful 
					has_trait = vengeful
				}
			}
		}

		trait = wrathful
		trait = vengeful

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Peace Traditions - Orphaned
house_trad.2135 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = personality_forgiving
	}

	option = {
		name = house_trad.2135.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = wrathful 
					has_trait = vengeful
				}
				OR = {
					has_trait = forgiving
					has_trait = honest
					has_trait = trusting
				}
			}
		}

		trait = forgiving
		trait = honest
		trait = trusting

		#effects here
		if = {
			limit = { has_trait = forgiving }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = honest }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = trusting }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_peace
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = wrathful 
					has_trait = vengeful
					has_trait = forgiving
					has_trait = honest
					has_trait = trusting
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = wrathful 
					has_trait = vengeful
				}
			}
		}

		trait = wrathful
		trait = vengeful

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_peace = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_peace
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = wrathful 
					has_trait = vengeful
				}
			}
		}

		trait = wrathful
		trait = vengeful

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Fortune Traditions
house_trad.2140 = {
	type = character_event
	title = house_trad.2140.t
	desc = house_trad.2140.desc
	theme = family
	override_background = { reference = docks }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = personality_greedy
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = shy 
					has_trait = content
				}
				OR = {
					has_trait = greedy
					has_trait = diligent
					has_trait = gregarious
				}
			}
		}

		trait = greedy
		trait = diligent
		trait = gregarious

		#effects here
		if = {
			limit = { has_trait = greedy }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = diligent }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = gregarious }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		add_character_modifier = { modifier = gift_fortune years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_stewardship_lifestyle_perk_points = 1

		if = {
			limit = {
				any_parent = {
					gold > 50
					is_ai = yes 
				} 
			}
			random_parent = {
				limit = { gold > 50 is_ai = yes }
				pay_short_term_gold	= {
					target = ROOT
					gold = 50
				}
			}
		}
		else_if = {
			limit = {
				any_parent = {
					any_parent = { #Grandparents
						gold > 50
						is_ai = yes 
					}
				}
			}
			random_parent = {
				limit = {
					any_parent = {
						gold > 50
						is_ai = yes
					}
				}
				random_parent = {
					limit = { gold > 50 is_ai = yes }
					pay_short_term_gold	= {
						target = ROOT
						gold = 50
					}
				}
			}
		}
		else = { add_gold = 10 }
		# of_age_gift_fortune = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = shy 
					has_trait = content
					has_trait = greedy
					has_trait = diligent
					has_trait = gregarious
				}
			}
		}

		#effects here
		add_prestige = 100
		add_character_modifier = { modifier = gift_fortune years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_stewardship_lifestyle_perk_points = 1

		if = {
			limit = {
				any_parent = {
					gold > 50
					is_ai = yes 
				} 
			}
			random_parent = {
				limit = { gold > 50 is_ai = yes }
				pay_short_term_gold	= {
					target = ROOT
					gold > 50
				}
			}
		}
		else_if = {
			limit = {
				any_parent = {
					any_parent = { #Grandparents
						gold > 50
						is_ai = yes 
					}
				}
			}
			random_parent = {
				limit = {
					any_parent = {
						gold > 50
						is_ai = yes
					}
				}
				random_parent = {
					limit = { gold > 50 is_ai = yes }
					pay_short_term_gold	= {
						target = ROOT
						gold > 50
					}
				}
			}
		}
		else = { add_gold = 10 }
		# of_age_gift_fortune = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = shy 
					has_trait = content
				}
			}
		}

		trait = shy
		trait = content

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_fortune = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = { modifier = gift_fortune years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_stewardship_lifestyle_perk_points = 1

		if = {
			limit = {
				any_parent = {
					gold > 50
					is_ai = yes 
				} 
			}
			random_parent = {
				limit = { gold > 50 is_ai = yes }
				pay_short_term_gold	= {
					target = ROOT
					gold > 50
				}
			}
		}
		else_if = {
			limit = {
				any_parent = {
					any_parent = { #Grandparents
						gold > 50
						is_ai = yes 
					}
				}
			}
			random_parent = {
				limit = {
					any_parent = {
						gold > 50
						is_ai = yes
					}
				}
				random_parent = {
					limit = { gold > 50 is_ai = yes }
					pay_short_term_gold	= {
						target = ROOT
						gold > 50
					}
				}
			}
		}
		else = { add_gold = 10 }
		# of_age_gift_fortune = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = shy 
					has_trait = content
				}
			}
		}

		trait = shy
		trait = content

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Fortune Traditions - Orphaned
house_trad.2145 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = personality_greedy
	}

	option = {
		name = house_trad.2145.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = shy 
					has_trait = content
				}
				OR = {
					has_trait = greedy
					has_trait = diligent
					has_trait = gregarious
				}
			}
		}

		trait = greedy
		trait = diligent
		trait = gregarious

		#effects here
		if = {
			limit = { has_trait = greedy }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = diligent }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = gregarious }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_fortune
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = shy 
					has_trait = content
					has_trait = greedy
					has_trait = diligent
					has_trait = gregarious
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = shy 
					has_trait = content
				}
			}
		}

		trait = shy
		trait = content

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_fortune = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_fortune
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = shy 
					has_trait = content
				}
			}
		}

		trait = shy
		trait = content

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Knowledge Traditions
house_trad.2150 = {
	type = character_event
	title = house_trad.2150.t
	desc = house_trad.2150.desc
	theme = family
	override_background = { reference = physicians_study }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = disbelief
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = paranoid
				}
				OR = {
					has_trait = patient
					has_trait = cynical
					has_trait = shy
				}
			}
		}

		trait = patient
		trait = cynical
		trait = shy

		#effects here
		if = {
			limit = { has_trait = patient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = cynical }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = shy }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_knowledge years = 20 }
		of_age_gift_knowledge = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = paranoid
					has_trait = patient
					has_trait = cynical
					has_trait = shy
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_knowledge years = 20 }
		of_age_gift_knowledge = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = paranoid
				}
			}
		}

		trait = lazy
		trait = paranoid

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_knowledge = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_knowledge years = 20 }
		of_age_gift_knowledge = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = paranoid
				}
			}
		}

		trait = lazy
		trait = paranoid

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Knowledge Traditions - Orphaned
house_trad.2155 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = disbelief
	}

	option = {
		name = house_trad.2155.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = paranoid
				}
				OR = {
					has_trait = patient
					has_trait = cynical
					has_trait = shy
				}
			}
		}

		trait = patient
		trait = cynical
		trait = shy

		#effects here
		if = {
			limit = { has_trait = patient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = cynical }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = shy }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_knowledge
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lazy 
					has_trait = paranoid
					has_trait = patient
					has_trait = cynical
					has_trait = shy
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = paranoid
				}
			}
		}

		trait = lazy
		trait = paranoid

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_knowledge = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_knowledge
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lazy 
					has_trait = paranoid
				}
			}
		}

		trait = lazy
		trait = paranoid

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Truth Traditions
house_trad.2160 = {
	type = character_event
	title = house_trad.2160.t
	desc = house_trad.2160.desc
	theme = family
	override_background = { reference = physicians_study }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = disbelief
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = arbitrary 
					has_trait = fickle
				}
				OR = {
					has_trait = cynical
					has_trait = honest
					has_trait = just
				}
			}
		}

		trait = cynical
		trait = honest
		trait = just

		#effects here
		if = {
			limit = { has_trait = cynical }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = honest }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = just }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_truth years = 20 }
		of_age_gift_truth = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = arbitrary 
					has_trait = fickle
					has_trait = cynical
					has_trait = honest
					has_trait = just
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_truth years = 20 }
		of_age_gift_truth = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = arbitrary 
					has_trait = fickle
				}
			}
		}

		trait = arbitrary
		trait = fickle

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_truth = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_truth years = 20 }
		of_age_gift_truth = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = arbitrary 
					has_trait = fickle
				}
			}
		}

		trait = arbitrary
		trait = fickle

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Truth Traditions - Orphaned
house_trad.2165 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = disbelief
	}

	option = {
		name = house_trad.2165.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = arbitrary 
					has_trait = fickle
				}
				OR = {
					has_trait = cynical
					has_trait = honest
					has_trait = just
				}
			}
		}

		trait = cynical
		trait = honest
		trait = just

		#effects here
		if = {
			limit = { has_trait = cynical }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = honest }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = just }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_truth
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = arbitrary 
					has_trait = fickle
					has_trait = cynical
					has_trait = honest
					has_trait = just
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = arbitrary 
					has_trait = fickle
				}
			}
		}

		trait = arbitrary
		trait = fickle

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_truth = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_truth
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = arbitrary 
					has_trait = fickle
				}
			}
		}

		trait = arbitrary
		trait = fickle

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Wisdom Traditions
house_trad.2170 = {
	type = character_event
	title = house_trad.2170.t
	desc = house_trad.2170.desc
	theme = family
	override_background = { reference = throne_room_tribal }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = idle
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = wrathful 
					has_trait = impatient
				}
				OR = {
					has_trait = temperate
					has_trait = calm
					has_trait = patient
				}
			}
		}

		trait = temperate
		trait = calm
		trait = patient

		#effects here
		if = {
			limit = { has_trait = temperate }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = calm }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = patient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_wisdom years = 20 }
		of_age_gift_wisdom = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = wrathful 
					has_trait = impatient
					has_trait = temperate
					has_trait = calm
					has_trait = patient
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_wisdom years = 20 }
		of_age_gift_wisdom = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = wrathful 
					has_trait = impatient
				}
			}
		}

		trait = wrathful
		trait = impatient

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_wisdom = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_wisdom years = 20 }
		of_age_gift_wisdom = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = wrathful 
					has_trait = impatient
				}
			}
		}

		trait = wrathful
		trait = impatient

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Wisdom Traditions - Orphaned
house_trad.2175 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = idle
	}

	option = {
		name = house_trad.2175.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = wrathful 
					has_trait = impatient
				}
				OR = {
					has_trait = temperate
					has_trait = calm
					has_trait = patient
				}
			}
		}

		trait = temperate
		trait = calm
		trait = patient

		#effects here
		if = {
			limit = { has_trait = temperate }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = calm }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = patient }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_wisdom
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = wrathful 
					has_trait = impatient
					has_trait = temperate
					has_trait = calm
					has_trait = patient
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = wrathful 
					has_trait = impatient
				}
			}
		}

		trait = wrathful
		trait = impatient

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_wisdom = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_wisdom
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = wrathful 
					has_trait = impatient
				}
			}
		}

		trait = wrathful
		trait = impatient

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Devotion Traditions
house_trad.2180 = {
	type = character_event
	title = house_trad.2180.t
	desc = house_trad.2180.desc
	theme = family
	override_background = { reference = temple_generic }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = personality_content
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			OR = {
				father = {
					house = root.house
					faith = root.faith
				}
				mother = {
					house = root.house
					faith = root.faith
				}
			}
			ROOT = {
				NOT = {
					has_trait = cynical 
					has_trait = fickle
				}
				OR = {
					has_trait = content
					has_trait = diligent
					has_trait = zealous
				}
			}
		}

		trait = content
		trait = diligent
		trait = zealous

		#effects here
		if = {
			limit = { has_trait = content }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = diligent }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = zealous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_devotion years = 20 }
		of_age_gift_devotion = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			OR = {
				father = {
					house = root.house
					faith = root.faith
				}
				mother = {
					house = root.house
					faith = root.faith
				}
			}
			ROOT = {
				NOT = {
					has_trait = cynical 
					has_trait = fickle
					has_trait = content
					has_trait = diligent
					has_trait = zealous
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_devotion years = 20 }
		of_age_gift_devotion = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			OR = {
				father = {
					house = root.house
					faith = root.faith
				}
				mother = {
					house = root.house
					faith = root.faith
				}
			}
			ROOT = {
				OR = {
					has_trait = cynical 
					has_trait = fickle
				}
			}
		}

		trait = cynical
		trait = fickle

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_devotion = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_devotion years = 20 }
		of_age_gift_devotion = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			OR = {
				father = {
					house = root.house
					faith = root.faith
				}
				mother = {
					house = root.house
					faith = root.faith
				}
			}
			ROOT = {
				OR = {
					has_trait = cynical 
					has_trait = fickle
				}
			}
		}

		trait = cynical
		trait = fickle

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}
	option = {
		name = house_trad.2180.d_diff_faith # Different Religion
		trigger = {
			NOT = {
				father = {
					house = root.house
					faith = root.faith
				}
				mother = {
					house = root.house
					faith = root.faith
				}
			}
		}

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Devotion Traditions - Orphaned
house_trad.2185 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = personality_content
	}

	option = {
		name = house_trad.2185.a # House Exemplar
		trigger = {
			OR = {
				father = {
					house = root.house
					faith = root.faith
				}
				mother = {
					house = root.house
					faith = root.faith
				}
			}
			ROOT = {
				NOT = {
					has_trait = cynical 
					has_trait = fickle
				}
				OR = {
					has_trait = content
					has_trait = diligent
					has_trait = zealous
				}
			}
		}

		trait = content
		trait = diligent
		trait = zealous

		#effects here
		if = {
			limit = { has_trait = content }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = diligent }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = zealous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_devotion
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2185.a_diff_faith # Devotee of different faith
		trigger = {
			NOT = {
				father = {
					house = root.house
					faith = root.faith
				}
				mother = {
					house = root.house
					faith = root.faith
				}
			}
			ROOT = {
				NOT = {
					has_trait = cynical 
					has_trait = fickle
				}
				OR = {
					has_trait = content
					has_trait = diligent
					has_trait = zealous
				}
			}
		}

		trait = content
		trait = diligent
		trait = zealous

		#effects here
		if = {
			limit = { has_trait = content }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = diligent }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = zealous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_devotion
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			OR = {
				father = {
					house = root.house
					faith = root.faith
				}
				mother = {
					house = root.house
					faith = root.faith
				}
			}
			ROOT = {
				NOT = {
					has_trait = cynical 
					has_trait = fickle
					has_trait = content
					has_trait = diligent
					has_trait = zealous
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			OR = {
				father = {
					house = root.house
					faith = root.faith
				}
				mother = {
					house = root.house
					faith = root.faith
				}
			}
			ROOT = {
				OR = {
					has_trait = cynical 
					has_trait = fickle
				}
			}
		}

		trait = cynical
		trait = fickle

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_devotion = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_devotion
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			OR = {
				NOT = {
					father = {
						house = root.house
						faith = root.faith
					}
					mother = {
						house = root.house
						faith = root.faith
					}
				}
				ROOT = {
					OR = {
						has_trait = cynical 
						has_trait = fickle
					}
				}
			}
		}

		trait = cynical
		trait = fickle

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			modifier = {
				factor = 0.1
				has_trait = zealous
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Family Traditions
house_trad.2190 = {
	type = character_event
	title = house_trad.2190.t
	desc = house_trad.2190.desc
	theme = family
	override_background = { reference = garden }
	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = happiness
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lustful 
					has_trait = sadistic
				}
				OR = {
					has_trait = compassionate
					has_trait = forgiving
					has_trait = chaste
				}
			}
		}

		trait = compassionate
		trait = forgiving
		trait = chaste

		#effects here
		if = {
			limit = { has_trait = compassionate }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = forgiving }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = chaste }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		add_character_modifier = { modifier = gift_family years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_diplomacy_lifestyle_perk_points = 1
		# of_age_gift_family = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lustful 
					has_trait = sadistic
					has_trait = compassionate
					has_trait = forgiving
					has_trait = chaste
				}
			}
		}

		#effects here
		add_prestige = 100
		add_character_modifier = { modifier = gift_family years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_diplomacy_lifestyle_perk_points = 1
		# of_age_gift_family = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lustful 
					has_trait = sadistic
				}
			}
		}

		trait = lustful
		trait = sadistic

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_family = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = { modifier = gift_family years = 20 }
		# To compensate lack of artifact. Also consistent with dialogue window context.
		add_diplomacy_lifestyle_perk_points = 1
		# of_age_gift_family = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lustful 
					has_trait = sadistic
				}
			}
		}

		trait = lustful
		trait = sadistic

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Family Traditions - Orphaned
house_trad.2195 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = happiness
	}

	option = {
		name = house_trad.2195.a_male # House Exemplar - Male
		trigger = {
			is_female = no
			ROOT = {
				NOT = {
					has_trait = lustful 
					has_trait = sadistic
				}
				OR = {
					has_trait = compassionate
					has_trait = forgiving
					has_trait = chaste
				}
			}
		}

		trait = compassionate
		trait = forgiving
		trait = chaste

		#effects here
		if = {
			limit = { has_trait = compassionate }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = forgiving }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = chaste }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_family
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2195.a_female # House Exemplar - Female
		trigger = {
			is_female = yes
			ROOT = {
				NOT = {
					has_trait = lustful 
					has_trait = sadistic
				}
				OR = {
					has_trait = compassionate
					has_trait = forgiving
					has_trait = chaste
				}
			}
		}

		trait = compassionate
		trait = forgiving
		trait = chaste

		#effects here
		if = {
			limit = { has_trait = compassionate }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = forgiving }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = chaste }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_family
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = lustful 
					has_trait = sadistic
					has_trait = compassionate
					has_trait = forgiving
					has_trait = chaste
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lustful 
					has_trait = sadistic
				}
			}
		}

		trait = lustful
		trait = sadistic

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_family = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_family
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = lustful 
					has_trait = sadistic
				}
			}
		}

		trait = lustful
		trait = sadistic

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Compassion Traditions
house_trad.2200 = {
	type = character_event
	title = house_trad.2200.t
	desc = house_trad.2200.desc
	theme = family
	override_background = { reference = sitting_room }
	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = personality_compassionate
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2200.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = callous 
					has_trait = sadistic
				}
				OR = {
					has_trait = compassionate
					has_trait = forgiving
					has_trait = generous
				}
			}
		}

		trait = compassionate
		trait = forgiving
		trait = generous

		#effects here
		if = {
			limit = { has_trait = compassionate }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = forgiving }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = generous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_compassion years = 20 }
		of_age_gift_compassion = yes

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2200.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = callous 
					has_trait = sadistic
					has_trait = compassionate
					has_trait = forgiving
					has_trait = generous
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_compassion years = 20 }
		of_age_gift_compassion = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2200.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = callous 
					has_trait = sadistic
				}
			}
		}

		trait = callous
		trait = sadistic

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_compassion = yes
 
		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_compassion years = 20 }
		of_age_gift_compassion = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = callous 
					has_trait = sadistic
				}
			}
		}

		trait = callous
		trait = sadistic

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Compassion Traditions - Orphaned
house_trad.2205 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = personality_compassionate
	}

	option = {
		name = house_trad.2205.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = callous 
					has_trait = sadistic
				}
				OR = {
					has_trait = compassionate
					has_trait = forgiving
					has_trait = generous
				}
			}
		}

		trait = compassionate
		trait = forgiving
		trait = generous

		#effects here
		if = {
			limit = { has_trait = compassionate }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = forgiving }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = generous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_compassion
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = callous 
					has_trait = sadistic
					has_trait = compassionate
					has_trait = forgiving
					has_trait = generous
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = callous 
					has_trait = sadistic
				}
			}
		}

		trait = callous
		trait = sadistic

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_compassion = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_compassion
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = callous 
					has_trait = sadistic
				}
			}
		}

		trait = callous
		trait = sadistic

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Joy Traditions
house_trad.2210 = {
	type = character_event
	title = house_trad.2210.t
	desc = house_trad.2210.desc
	theme = family
	override_background = { reference = feast }
	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = chaste 
					has_trait = temperate
				}
				OR = {
					has_trait = lustful
					has_trait = gluttonous
					has_trait = generous
				}
			}
		}

		trait = lustful
		trait = gluttonous
		trait = generous

		#effects here
		if = {
			limit = { has_trait = lustful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = gluttonous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = generous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		add_character_modifier = { modifier = gift_joy years = 20 }
		# of_age_gift_joy = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = chaste 
					has_trait = temperate
					has_trait = lustful
					has_trait = gluttonous
					has_trait = generous
				}
			}
		}

		#effects here
		add_prestige = 100
		add_character_modifier = { modifier = gift_joy years = 20 }
		# of_age_gift_joy = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = chaste 
					has_trait = temperate
				}
			}
		}

		trait = chaste
		trait = temperate

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_joy = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = { modifier = gift_joy years = 20 }
		# of_age_gift_joy = yes # Empty code bloc, entered here for consistency in case of future changes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = chaste 
					has_trait = temperate
				}
			}
		}

		trait = chaste
		trait = temperate

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Joy Traditions - Orphaned
house_trad.2215 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = admiration
	}

	option = {
		name = house_trad.2215.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = chaste 
					has_trait = temperate
				}
				OR = {
					has_trait = lustful
					has_trait = gluttonous
					has_trait = generous
				}
			}
		}
		trait = lustful
		trait = gluttonous
		trait = generous

		#effects here
		if = {
			limit = { has_trait = lustful }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = gluttonous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = generous }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_joy
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = chaste 
					has_trait = temperate
					has_trait = lustful
					has_trait = gluttonous
					has_trait = generous
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = chaste 
					has_trait = temperate
				}
			}
		}

		trait = chaste
		trait = temperate

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_joy = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_joy
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = chaste 
					has_trait = temperate
				}
			}
		}

		trait = chaste
		trait = temperate

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Distinction Traditions
house_trad.2220 = {
	type = character_event
	title = house_trad.2220.t
	desc = house_trad.2220.desc
	theme = family
	override_background = { reference = throne_room_scope }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
#		animation = anger
	}
	right_portrait = {
		character = scope:guardian
		animation = flirtation_left
	}

	option = {
		name = house_trad.2010.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = shy
				}
				OR = {
					has_trait = arbitrary
					has_trait = eccentric
					has_trait = brave
				}
			}
		}

		trait = arbitrary
		trait = eccentric
		trait = brave

		#effects here
		if = {
			limit = { has_trait = arbitrary}
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = eccentric}
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = brave}
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar
		# add_character_modifier = { modifier = gift_distinction years = 20 }
		of_age_gift_distinction = yes
		
		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2010.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = shy
					has_trait = arbitrary
					has_trait = eccentric
					has_trait = brave
				}
			}
		}

		#effects here
		add_prestige = 100
		# add_character_modifier = { modifier = gift_distinction years = 20 }
		of_age_gift_distinction = yes

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2010.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = shy
				}
			}
		}

		trait = humble
		trait = shy

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_distinction = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		# add_character_modifier = { modifier = gift_distinction years = 20 }
		of_age_gift_distinction = yes

		ai_chance = {
			base = 50
			stress_aversion = yes
			parents_affection = { factor = 2 }
		}
	}
	option = {
		name = house_trad.2010.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = shy
				}
			}
		}

		trait = humble
		trait = compassionate

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}

# Child Contemplates Distinction Traditions - Orphaned
house_trad.2225 = {
	type = character_event
	title = house_trad.2015.t
	desc = house_trad.2015.desc
	theme = family
	override_background = { reference = terrain }

	immediate = {
		save_scope_as = personality_child
		#get_guardian_scope_effect = yes
	}
	
	left_portrait = {
		character = scope:personality_child
		#animation = anger
	}

	option = {
		name = house_trad.2075.a # House Exemplar
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = shy
				}
				OR = {
					has_trait = arbitrary
					has_trait = eccentric
					has_trait = brave
				}
			}
		}

		trait = arbitrary
		trait = eccentric
		trait = brave

		#effects here
		if = {
			limit = { has_trait = arbitrary }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = eccentric }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		if = {
			limit = { has_trait = brave }
			add_prestige = 100
			dynasty = { add_dynasty_prestige = 10 }
		}
		# House Exemplar

		add_character_modifier = {
			modifier = resolve_distinction
			years = 30
		}

		ai_chance = { base = 100 }
	}
	option = {
		name = house_trad.2025.b # Try their best
		trigger = {
			ROOT = {
				NOT = {
					has_trait = humble 
					has_trait = shy
					has_trait = arbitrary 
					has_trait = eccentric 
					has_trait = brave
				}
			}
		}

		#effects here
		add_prestige = 100

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.2025.c # Blacksheep change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = shy
				}
			}
		}

		trait = humble
		trait = shy

		#effects here
		custom_tooltip = deblack.tt
		add_stress = 40
		deblack_distinction = yes

		add_prestige = 100
		dynasty = { add_dynasty_prestige = 10 }
		add_character_modifier = {
			modifier = resolve_distinction
			years = 20
		}

		ai_chance = {
			base = 50
			stress_aversion = yes
		}
	}
	option = {
		name = house_trad.2025.d # Blacksheep won't change
		trigger = {
			ROOT = {
				OR = {
					has_trait = humble 
					has_trait = shy
				}
			}
		}

		trait = humble
		trait = shy

		#effects here
		add_character_modifier = blacksheep

		ai_chance = {
			base = 50

			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		}
	}

	after = {
		hidden_effect = {
			
		} # End Hidden Effect Bloc
	} # End After Bloc
}


############################
#
# Adult teaches ward about traditions
#
############################
# 5010. Valor					personality_bold			- army_camp
# 5020. Honor					personality_honorable		- army_camp
# 5030. Duty					war_defender				- courtyard
# 5040. Justice					personality_zealous			- courtyard
# 5050. Vengeance				personality_vengeful		- courtyard
# 5060. Pride					personality_callous			- courtyard
# 5070. Respect					anger						- throne_room_scope 
# 5080. Power					war_attacker				- throne_room_scope 
# 5090. Influence				schadenfreude				- courtyard
# 5100. Guile					scheme						- alley_day
# 5110. Survival (Perseverance)	personality_coward			- corridor_night
# 5120. Vigilance				worry						- courtyard
# 5130. Peace					personality_forgiving		- farmland
# 5140. Fortune					personality_greedy			- market_tribal
# 5150. Knowledge				disbelief					- study
# 5160. Truth					personality_cynical			- corridor_day
# 5170. Wisdom					idle						- throne_room_tribal
# 5180. Devotion				personality_content			- temple
# 5190. Family					happiness					- sitting_room
# 5200. Compassion				personality_compassionate	- garden
# 5210. Joy						admiration					- tavern
# 5220. Distinction				personality_bold			- throne_room_scope
#

house_trad.5001 = {
	hidden = yes

	trigger = {
#		age >= 9
		#age = 12	# If enforced, should be triggered by on_birthday action
		any_relation = {
			type = guardian
			# This seems entirely redundant
			# has_relation_flag = {
			# 	target = root
			# 	relation = ward
			# }
			exists = dynasty
			# OR = {
			# 	house = { has_house_modifier = trad_valor }
			# 	house = { has_house_modifier = trad_honor }
			# 	house = { has_house_modifier = trad_duty }
			# 	house = { has_house_modifier = trad_justice }
			# 	house = { has_house_modifier = trad_vengeance }
			# 	house = { has_house_modifier = trad_pride }
			# 	house = { has_house_modifier = trad_respect }	#authority
			# 	house = { has_house_modifier = trad_power }
			# 	house = { has_house_modifier = trad_influence }
			# 	house = { has_house_modifier = trad_guile }
			# 	house = { has_house_modifier = trad_survival }	#perseverance
			# 	house = { has_house_modifier = trad_vigilance }
			# 	house = { has_house_modifier = trad_peace }
			# 	house = { has_house_modifier = trad_fortune }
			# 	house = { has_house_modifier = trad_knowledge }
			# 	house = { has_house_modifier = trad_truth }
			# 	house = { has_house_modifier = trad_wisdom }
			# 	house = { has_house_modifier = trad_devotion }
			# 	house = { has_house_modifier = trad_family }
			# 	house = { has_house_modifier = trad_compassion }
			# 	house = { has_house_modifier = trad_joy }
			# 	house = { has_house_modifier = trad_distinction }
			# }
		}
	}

	immediate = {
		save_scope_as = personality_child
		random_relation = {
			type = guardian
			save_scope_as = guardian
		}
		scope:guardian = { 
			if = {
				limit = { house = { has_house_modifier = trad_valor } }
				trigger_event = house_trad.5010
			}
			if = {
				limit = { house = { has_house_modifier = trad_honor } }
				trigger_event = house_trad.5020
			}
			if = {
				limit = { house = { has_house_modifier = trad_duty } }
				trigger_event = house_trad.5030
			}
			if = {
				limit = { house = { has_house_modifier = trad_justice } }
				trigger_event = house_trad.5040
			}
			if = {
				limit = { house = { has_house_modifier = trad_vengeance } }
				trigger_event = house_trad.5050
			}
			if = {
				limit = { house = { has_house_modifier = trad_pride } }
				trigger_event = house_trad.5060
			}
			if = {
				limit = { house = { has_house_modifier = trad_respect } }
				trigger_event = house_trad.5070
			}
			if = {
				limit = { house = { has_house_modifier = trad_power } }
				trigger_event = house_trad.5080
			}
			if = {
				limit = { house = { has_house_modifier = trad_influence } }
				trigger_event = house_trad.5090
			}
			if = {
				limit = { house = { has_house_modifier = trad_guile } }
				trigger_event = house_trad.5100
			}
			if = {
				limit = { house = { has_house_modifier = trad_survival } }
				trigger_event = house_trad.5110
			}
			if = {
				limit = { house = { has_house_modifier = trad_vigilance } }
				trigger_event = house_trad.5120
			}
			if = {
				limit = { house = { has_house_modifier = trad_peace } }
				trigger_event = house_trad.5130
			}
			if = {
				limit = { house = { has_house_modifier = trad_fortune } }
				trigger_event = house_trad.5140
			}
			if = {
				limit = { house = { has_house_modifier = trad_knowledge } }
				trigger_event = house_trad.5150
			}
			if = {
				limit = { house = { has_house_modifier = trad_truth } }
				trigger_event = house_trad.5160
			}
			if = {
				limit = { house = { has_house_modifier = trad_wisdom } }
				trigger_event = house_trad.5170
			}
			if = {
				limit = { house = { has_house_modifier = trad_devotion } }
				trigger_event = house_trad.5180
			}
			if = {
				limit = { house = { has_house_modifier = trad_family } }
				trigger_event = house_trad.5190
			}
			if = {
				limit = { house = { has_house_modifier = trad_compassion } }
				trigger_event = house_trad.5200
			}
			if = {
				limit = { house = { has_house_modifier = trad_joy } }
				trigger_event = house_trad.5210
			}
			if = {
				limit = { house = { has_house_modifier = trad_distinction } }
				trigger_event = house_trad.5220
			}
		}
	}
}

# Educator teaches about Valor
house_trad.5010 = {
	type = character_event
	title = house_trad.5001.valor
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = army_camp }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_bold
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = brave
					has_trait = stubborn
					has_trait = impatient
					has_trait = craven
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = valor
				t1 = brave
				t2 = stubborn
				t3 = impatient
				skill_1 = martial
				skill_2 = prowess
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				#OR = {
					has_trait = craven
				#}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = valor }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = brave
					has_trait = stubborn
					has_trait = impatient
				}
				NOT = {
					has_trait = craven
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = valor
				skill_1 = martial
				skill_2 = prowess
			}
		} #Child scope
		add_stress = 40

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = brave
					has_trait = stubborn
					has_trait = impatient
					has_trait = craven
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5010.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = brave
							t2 = stubborn
							t3 = impatient
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.valor

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Honor
house_trad.5020 = {
	type = character_event
	title = house_trad.5001.honor
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = army_camp }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_honorable
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = honest
					has_trait = just
					has_trait = stubborn
					has_trait = deceitful
					has_trait = arbitrary
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = honor
				t1 = honest
				t2 = just
				t3 = stubborn
				skill_1 = martial
				skill_2 = diplomacy
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = deceitful
					has_trait = arbitrary
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = honor }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = honest
					has_trait = just
					has_trait = stubborn
				}
				NOT = {
					has_trait = deceitful
					has_trait = arbitrary
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = honor
				skill_1 = martial
				skill_2 = diplomacy
			}
		} #Child scope
		add_stress = 40

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = honest
					has_trait = just
					has_trait = stubborn
					has_trait = deceitful
					has_trait = arbitrary
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5020.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = honest
							t2 = just
							t3 = stubborn
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.honor

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Duty
house_trad.5030 = {
	type = character_event
	title = house_trad.5001.duty
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = courtyard }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = war_defender
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = diligent
					has_trait = humble
					has_trait = impatient
					has_trait = lazy
					has_trait = arrogant
					has_trait = ambitious
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = duty
				t1 = diligent
				t2 = humble
				t3 = impatient
				skill_1 = diplomacy
				skill_2 = stewardship
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = lazy
					has_trait = arrogant
					has_trait = ambitious
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = duty }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = diligent
					has_trait = humble
					has_trait = impatient
				}
				NOT = {
					has_trait = lazy
					has_trait = arrogant
					has_trait = ambitious
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = duty
				skill_1 = diplomacy
				skill_2 = stewardship
			}
		} #Child scope
		add_stress = 40

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = diligent
					has_trait = humble
					has_trait = impatient
					has_trait = lazy
					has_trait = arrogant
					has_trait = ambitious
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5030.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = diligent
							t2 = humble
							t3 = impatient
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.duty

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Justice
house_trad.5040 = {
	type = character_event
	title = house_trad.5001.justice
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = courtyard }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_zealous
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = just
					has_trait = vengeful
					has_trait = zealous
					has_trait = arbitrary
					has_trait = forgiving
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = justice
				t1 = just
				t2 = vengeful
				t3 = zealous
				skill_1 = martial
				skill_2 = stewardship
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = arbitrary
					has_trait = forgiving
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = justice }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = just
					has_trait = vengeful
					has_trait = zealous
				}
				NOT = {
					has_trait = arbitrary
					has_trait = forgiving
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = justice
				skill_1 = martial
				skill_2 = stewardship
			}
		} #Child scope
		add_stress = 40

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = just
					has_trait = vengeful
					has_trait = zealous
					has_trait = arbitrary
					has_trait = forgiving
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5040.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = just
							t2 = vengeful
							t3 = zealous
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.justice

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Vengeance
house_trad.5050 = {
	type = character_event
	title = house_trad.5001.vengeance
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = courtyard }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_just
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = vengeful
					has_trait = just
					has_trait = sadistic
					has_trait = forgiving
					has_trait = compassionate
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = vengeance
				t1 = vengeful
				t2 = just
				t3 = sadistic
				skill_1 = prowess
				skill_2 = intrigue
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = forgiving
					has_trait = compassionate
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = vengeance }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = vengeful
					has_trait = just
					has_trait = sadistic
				}
				NOT = {
					has_trait = forgiving
					has_trait = compassionate
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = vengeance
				skill_1 = prowess
				skill_2 = intrigue
			}
		} #Child scope
		add_stress = 40

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = vengeful
					has_trait = just
					has_trait = sadistic
					has_trait = forgiving
					has_trait = compassionate
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5050.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = vengeful
							t2 = just
							t3 = sadistic
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.vengeance

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Pride
house_trad.5060 = {
	type = character_event
	title = house_trad.5001.pride
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = courtyard }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_callous
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = arrogant
					has_trait = ambitious
					has_trait = wrathful
					has_trait = humble
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = pride
				t1 = arrogant
				t2 = ambitious
				t3 = wrathful
				skill_1 = martial
				skill_2 = diplomacy
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = humble
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = pride }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = arrogant
					has_trait = ambitious
					has_trait = wrathful
				}
				NOT = {
					has_trait = humble
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = pride
				skill_1 = martial
				skill_2 = diplomacy
			}
		} #Child scope
		add_stress = 40

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = arrogant
					has_trait = ambitious
					has_trait = wrathful
					has_trait = humble
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5060.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = arrogant
							t2 = ambitious
							t3 = wrathful
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.pride

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Authority
house_trad.5070 = {
	type = character_event
	title = house_trad.5001.respect
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = throne_room_scope }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = anger
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = callous
					has_trait = arrogant
					has_trait = vengeful
					has_trait = humble
					has_trait = compassionate
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = respect
				t1 = callous
				t2 = arrogant
				t3 = vengeful
				skill_1 = diplomacy
				skill_2 = martial
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = humble
					has_trait = compassionate
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = respect }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = callous
					has_trait = arrogant
					has_trait = vengeful
				}
				NOT = {
					has_trait = humble
					has_trait = compassionate
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = respect
				skill_1 = diplomacy
				skill_2 = martial
			}
		} #Child scope
		add_stress = 40

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = callous
					has_trait = arrogant
					has_trait = vengeful
					has_trait = humble
					has_trait = compassionate
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5070.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = callous
							t2 = arrogant
							t3 = vengeful
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.respect

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Power
house_trad.5080 = {
	type = character_event
	title = house_trad.5001.power
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = throne_room_scope }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = war_attacker
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = ambitious
					has_trait = wrathful
					has_trait = impatient
					has_trait = lazy
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = power
				t1 = ambitious
				t2 = wrathful
				t3 = impatient
				skill_1 = diplomacy
				skill_2 = martial
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = lazy
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = power }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = ambitious
					has_trait = wrathful
					has_trait = impatient
				}
				NOT = {
					has_trait = lazy
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = power
				skill_1 = diplomacy
				skill_2 = martial
			}
		} #Child scope
		add_stress = 40

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = ambitious
					has_trait = wrathful
					has_trait = impatient
					has_trait = lazy
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5080.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = ambitious
							t2 = wrathful
							t3 = impatient
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.power

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Influence
house_trad.5090 = {
	type = character_event
	title = house_trad.5001.influence
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = courtyard }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = schadenfreude
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = gregarious
					has_trait = calm
					has_trait = deceitful
					has_trait = trusting
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = influence
				t1 = gregarious
				t2 = calm
				t3 = deceitful
				skill_1 = diplomacy
				skill_2 = intrigue
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = trusting
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = influence }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = gregarious
					has_trait = calm
					has_trait = deceitful
				}
				NOT = {
					has_trait = trusting
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = influence
				skill_1 = diplomacy
				skill_2 = intrigue
			}
		} #Child scope
		add_stress = 40

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = gregarious
					has_trait = calm
					has_trait = deceitful
					has_trait = trusting
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5090.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = gregarious
							t2 = calm
							t3 = deceitful
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.influence

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Guile
house_trad.5100 = {
	type = character_event
	title = house_trad.5001.guile
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = alley_day }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = scheme
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = deceitful
					has_trait = fickle
					has_trait = arbitrary
					has_trait = trusting
					has_trait = honest
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = guile
				t1 = deceitful
				t2 = fickle
				t3 = arbitrary
				skill_1 = intrigue
				skill_2 = diplomacy
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = trusting
					has_trait = honest
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = guile }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = deceitful
					has_trait = fickle
					has_trait = arbitrary
				}
				NOT = {
					has_trait = trusting
					has_trait = honest
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = guile
				skill_1 = intrigue
				skill_2 = diplomacy
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = deceitful
					has_trait = fickle
					has_trait = arbitrary
					has_trait = trusting
					has_trait = honest
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5100.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = deceitful
							t2 = fickle
							t3 = arbitrary
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.guile

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}


# Educator teaches about Perseverance
house_trad.5110 = {
	type = character_event
	title = house_trad.5001.survival
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = wilderness_forest_pine }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_coward
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = craven
					has_trait = paranoid
					has_trait = deceitful
					has_trait = brave
					has_trait = trusting
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = survival
				t1 = craven
				t2 = paranoid
				t3 = deceitful
				skill_1 = intrigue
				skill_2 = martial
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = brave
					has_trait = trusting
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = survival }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = craven
					has_trait = paranoid
					has_trait = deceitful
				}
				NOT = {
					has_trait = brave
					has_trait = trusting
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = survival
				skill_1 = intrigue
				skill_2 = martial
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = craven
					has_trait = paranoid
					has_trait = deceitful
					has_trait = brave
					has_trait = trusting
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5110.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = craven
							t2 = paranoid
							t3 = deceitful
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.survival

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Vigilance
house_trad.5120 = {
	type = character_event
	title = house_trad.5001.vigilance
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = courtyard }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = worry
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = diligent
					has_trait = patient
					has_trait = paranoid
					has_trait = impatient
					has_trait = trusting
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = vigilance
				t1 = diligent
				t2 = patient
				t3 = paranoid
				skill_1 = martial
				skill_2 = intrigue
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = impatient
					has_trait = trusting
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = vigilance }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = diligent
					has_trait = patient
					has_trait = paranoid
				}
				NOT = {
					has_trait = impatient
					has_trait = trusting
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = vigilance
				skill_1 = martial
				skill_2 = intrigue
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = diligent
					has_trait = patient
					has_trait = paranoid
					has_trait = impatient
					has_trait = trusting
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5120.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = diligent
							t2 = patient
							t3 = paranoid
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.vigilance

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Peace
house_trad.5130 = {
	type = character_event
	title = house_trad.5001.peace
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = farmland }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_forgiving
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = forgiving
					has_trait = honest
					has_trait = trusting
					has_trait = wrathful
					has_trait = vengeful
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = peace
				t1 = forgiving
				t2 = honest
				t3 = trusting
				skill_1 = diplomacy
				skill_2 = stewardship
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = wrathful
					has_trait = vengeful
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = peace }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = forgiving
					has_trait = honest
					has_trait = trusting
				}
				NOT = {
					has_trait = wrathful
					has_trait = vengeful
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = peace
				skill_1 = diplomacy
				skill_2 = stewardship
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = forgiving
					has_trait = honest
					has_trait = trusting
					has_trait = wrathful
					has_trait = vengeful
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5130.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = forgiving
							t2 = honest
							t3 = trusting
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.peace

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Fortune
house_trad.5140 = {
	type = character_event
	title = house_trad.5001.fortune
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = market_tribal }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_greedy
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = greedy
					has_trait = diligent
					has_trait = gregarious
					has_trait = shy
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = fortune
				t1 = greedy
				t2 = diligent
				t3 = gregarious
				skill_1 = stewardship
				skill_2 = intrigue
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = shy
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = fortune }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = greedy
					has_trait = diligent
					has_trait = gregarious
				}
				NOT = {
					has_trait = shy
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = fortune
				skill_1 = stewardship
				skill_2 = intrigue
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = greedy
					has_trait = diligent
					has_trait = gregarious
					has_trait = shy
					has_trait = content
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5140.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = greedy
							t2 = diligent
							t3 = gregarious
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.fortune

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Knowledge
house_trad.5150 = {
	type = character_event
	title = house_trad.5001.knowledge
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = study }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = disbelief
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = patient
					has_trait = cynical
					has_trait = shy
					has_trait = lazy
					has_trait = paranoid
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = knowledge
				t1 = patient
				t2 = cynical
				t3 = shy
				skill_1 = learning
				skill_2 = stewardship
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = lazy
					has_trait = paranoid
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = knowledge }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = patient
					has_trait = cynical
					has_trait = shy
				}
				NOT = {
					has_trait = lazy
					has_trait = paranoid
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = knowledge
				skill_1 = learning
				skill_2 = stewardship
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = patient
					has_trait = cynical
					has_trait = shy
					has_trait = lazy
					has_trait = paranoid
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5150.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = patient
							t2 = cynical
							t3 = shy
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.knowledge

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Truth
house_trad.5160 = {
	type = character_event
	title = house_trad.5001.truth
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = corridor_day }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_cynical
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = cynical
					has_trait = honest
					has_trait = just
					has_trait = arbitrary
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = truth
				t1 = cynical
				t2 = honest
				t3 = just
				skill_1 = learning
				skill_2 = intrigue
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = arbitrary
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = truth }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = cynical
					has_trait = honest
					has_trait = just
				}
				NOT = {
					has_trait = arbitrary
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = truth
				skill_1 = learning
				skill_2 = intrigue
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = cynical
					has_trait = honest
					has_trait = just
					has_trait = arbitrary
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5160.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = cynical
							t2 = honest
							t3 = just
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.truth

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Wisdom
house_trad.5170 = {
	type = character_event
	title = house_trad.5001.wisdom
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = throne_room_tribal }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = idle
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = temperate
					has_trait = calm
					has_trait = patient
					has_trait = wrathful
					has_trait = impatient
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = wisdom
				t1 = temperate
				t2 = calm
				t3 = patient
				skill_1 = diplomacy
				skill_2 = learning
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = wrathful
					has_trait = impatient
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = wisdom }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = temperate
					has_trait = calm
					has_trait = patient
				}
				NOT = {
					has_trait = wrathful
					has_trait = impatient
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = wisdom
				skill_1 = diplomacy
				skill_2 = learning
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = temperate
					has_trait = calm
					has_trait = patient
					has_trait = wrathful
					has_trait = impatient
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5170.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = temperate
							t2 = calm
							t3 = patient
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.wisdom

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Devotion
house_trad.5180 = {
	type = character_event
	title = house_trad.5001.devotion
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = temple }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_content
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = content
					has_trait = diligent
					has_trait = zealous
					has_trait = cynical
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = devotion
				t1 = content
				t2 = diligent
				t3 = zealous
				skill_1 = martial
				skill_2 = learning
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = cynical
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = devotion }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = content
					has_trait = diligent
					has_trait = zealous
				}
				NOT = {
					has_trait = cynical
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = devotion
				skill_1 = martial
				skill_2 = learning
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = content
					has_trait = diligent
					has_trait = zealous
					has_trait = cynical
					has_trait = fickle
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5180.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = content
							t2 = diligent
							t3 = zealous
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.devotion

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Family
house_trad.5190 = {
	type = character_event
	title = house_trad.5001.family
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = garden }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = happiness
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = compassionate
					has_trait = forgiving
					has_trait = chaste
					has_trait = lustful
					has_trait = sadistic
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = family
				t1 = compassionate
				t2 = forgiving
				t3 = chaste
				skill_1 = diplomacy
				skill_2 = stewardship
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = lustful
					has_trait = sadistic
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = family }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = compassionate
					has_trait = forgiving
					has_trait = chaste
				}
				NOT = {
					has_trait = lustful
					has_trait = sadistic
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = family
				skill_1 = diplomacy
				skill_2 = stewardship
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = compassionate
					has_trait = forgiving
					has_trait = chaste
					has_trait = lustful
					has_trait = sadistic
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5190.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = compassionate
							t2 = forgiving
							t3 = chaste
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.family

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Compassion
house_trad.5200 = {
	type = character_event
	title = house_trad.5001.compassion
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = market }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_compassionate
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = compassionate
					has_trait = forgiving
					has_trait = generous
					has_trait = callous
					has_trait = sadistic
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = compassion
				t1 = compassionate
				t2 = forgiving
				t3 = generous
				skill_1 = diplomacy
				skill_2 = stewardship
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = compassion }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = compassionate
					has_trait = forgiving
					has_trait = generous
				}
				NOT = {
					has_trait = callous
					has_trait = sadistic
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = compassion
				skill_1 = diplomacy
				skill_2 = stewardship
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = compassionate
					has_trait = forgiving
					has_trait = generous
					has_trait = callous
					has_trait = sadistic
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5200.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = compassionate
							t2 = forgiving
							t3 = generous
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.compassion

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Joy
house_trad.5210 = {
	type = character_event
	title = house_trad.5001.joy
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = tavern }

	left_portrait = {
		character = scope:personality_child
#		animation = admiration
	}
	right_portrait = {
		character = scope:guardian
		animation = admiration
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = lustful
					has_trait = gluttonous
					has_trait = generous
					has_trait = chaste
					has_trait = temperate
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = joy
				t1 = lustful
				t2 = gluttonous
				t3 = generous
				skill_1 = diplomacy
				skill_2 = intrigue
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = chaste
					has_trait = temperate
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = joy }
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = lustful
					has_trait = gluttonous
					has_trait = generous
				}
				NOT = {
					has_trait = chaste
					has_trait = temperate
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = joy
				skill_1 = diplomacy
				skill_2 = intrigue
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = lustful
					has_trait = gluttonous
					has_trait = generous
					has_trait = chaste
					has_trait = temperate
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5210.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = lustful
							t2 = gluttonous
							t3 = generous
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.joy

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}

# Educator teaches about Distinction
house_trad.5220 = {
	type = character_event
	title = house_trad.5001.distinction
	desc = house_trad.5010.desc
	theme = education
	override_background = { reference = throne_room_scope }

	left_portrait = {
		character = scope:personality_child
#		animation = personality_bold
	}
	right_portrait = {
		character = scope:guardian
		animation = personality_bold
	}

	immediate = {
		# random_relation = {
		# 	type = ward
		# 	save_scope_as = personality_child
		# }
		# ROOT = { save_scope_as = guardian }
	}

	option = {
		name = house_trad.5010.a # Teach favored traits
		trigger = {
			scope:personality_child = {
				number_of_personality_traits < 3
				NOT = {
					has_trait = arbitrary
					has_trait = eccentric
					has_trait = brave
					has_trait = humble
					has_trait = shy
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_teach_new_value = {
				tradition = joy
				t1 = arbitrary
				t2 = eccentric
				t3 = brave
				skill_1 = stewardship
				skill_2 = prowess
			}
		} # Child Scope
		add_stress = 20

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.b # Discourage unfavored traits
		trigger = { 
			scope:personality_child = {
				OR = {
					has_trait = humble
					has_trait = shy
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_unteach_bad_habit = { tradition = distinction}
		} # Child Scope
		add_stress = 35

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.c # No values to teach, hone skills.
		trigger = { 
			scope:personality_child = {
				# number_of_personality_traits >= 3
				OR = {
					has_trait = arbitrary
					has_trait = eccentric
					has_trait = brave
				}
				NOT = {
					has_trait = humble
					has_trait = shy
				}
			}
		}

		#effect here
		scope:personality_child = {
			house_hone_skills = {
				tradition = distinction
				skill_1 = stewardship
				skill_2 = prowess
			}
		} #Child scope
		add_stress = 40
		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.d # Re-educate personality
		trigger = { 
			scope:personality_child = {
				number_of_personality_traits >= 3
				NOT = {
					has_trait = arbitrary
					has_trait = eccentric
					has_trait = brave
					has_trait = humble
					has_trait = shy
				}
			}
		}

		#effect here
		scope:personality_child = {
			random_list = {
				10 = { # 50% Shot of removing a trait or nothing happens
					custom_tooltip = house_trad.5220.d.tt
					hidden_effect = {
						replace_random_personality_trait = {
							t1 = arbitrary
							t2 = eccentric
							t3 = brave
						}
					}
				}
				10 = { # 50% Shot of removing a trait or nothing happens
					# Nothing Happens
					scope:guardian = {
						send_interface_toast = {
							left_icon = scope:guardian
							right_icon = scope:personality_child
							title = house_trad.5001.distinction

							custom_tooltip = child_resist_lesson
						}
					}
					house_trad_5k_difficulty_modifier = yes
				}
			} # Random List
		} #Child scope
		add_stress = 50

		ai_chance = { base = 10 }
	}
	option = {
		name = house_trad.5010.e # Let the child be free

		#effect here
		#No Effect

		ai_chance = {
			base = 10
			house_trad_5k_leave_child_alone_modifier = yes
		}
	}
}


# Child takes after parents
house_trad.6001 = {
	type = character_event
	title = house_trad.6001.t
#	desc = house_trad.6001.desc
	theme = family
#	override_background = { reference = sitting_room }
	
	trigger = {
		# age = 10 #Implemented via on_birthday
		number_of_personality_traits < 3
		OR = {
			any_parent = { is_alive = yes }
			any_relation = { type = guardian is_alive = yes } 
		}
	}

	desc = {
		triggered_desc = {
			trigger = {
				any_parent = {
					is_alive = yes
					count = 2
				}
			}
			desc = house_trad.6001.desc.parents
		}
		triggered_desc = {
			trigger = {
				father = { is_alive = yes }
				mother = { is_alive = no }
			}
			desc = house_trad.6001.desc.father
		}
		triggered_desc = {
			trigger = {
				father = { is_alive = no }
				mother = { is_alive = yes }
			}
			desc = house_trad.6001.desc.mother
		}
		triggered_desc = {
			trigger = {
				father = { is_alive = no }
				mother = { is_alive = no }
			}
			desc = house_trad.6001.desc.guardian
		}
	}

	immediate = {
		save_scope_as = personality_child
		if = {
			limit = { any_relation = { type = guardian always = yes } }
			random_relation = { type = guardian save_scope_as = guardian }
		}
		if = { # Both Parents Alive
			limit = { any_parent = { is_alive = yes count = 2 } }
			father = { save_scope_as = left_role }
			mother = { save_scope_as = right_role }
			if = {
					limit = {
						exists = scope:guardian
						father = {
							NOT = { THIS = scope:guardian }
						}
						mother = {
							NOT = { THIS = scope:guardian }
						}
					}
				scope:guardian = { save_scope_as = lower_right_role }
			}
		}
		else = {
			scope:personality_child = { save_scope_as = left_role }
			if = {
				limit = { father = { is_alive = yes } }
				father = { save_scope_as = right_role }
				if = {
					limit = {
						exists = scope:guardian
						father = {
							NOT = { THIS = scope:guardian }
						}
					}
					scope:guardian = { save_scope_as = lower_right_role }
				}
			}
			else_if = {
				limit = { mother = { is_alive = yes } }
				mother = { save_scope_as = right_role }
				if = {
					limit = {
						exists = scope:guardian
						mother = {
							NOT = { THIS = scope:guardian }
						}
					}
					scope:guardian = { save_scope_as = lower_right_role }
				}
			}
			else = { # Neither Alive
				if = {
					limit = { exists = scope:guardian }
					scope:guardian = { save_scope_as = right_role }
				}
			}
		}
	}

	left_portrait = {
		character = scope:left_role
	}
	right_portrait = {
		character = scope:right_role
	}
	lower_right_portrait = {
		character = scope:lower_right_role
	}

	option = {
		name = house_trad.6001.o.father
		trigger = {
			exists = father
			father = { is_alive = yes }
		}

		# Effects here
		father = { save_scope_as = parent }
		take_after_parent = { parent = scope:parent }

		ai_chance = {
			base = 100
			modifier = {
				factor = 0.5
				exists = scope:parent #ZGC
				number_of_personality_traits_in_common = {
					target = scope:parent
					value >= 1
				}
			}
			modifier = {
				factor = 2
				any_relation = {
					type = guardian
					THIS = scope:parent
				}
			}
			modifier = {
				factor = 1.5
				has_trait = child_of_concubine_male
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
			# Bad mother makes the child more likely to take after father.
		} # AI Chance
	}
	option = {
		name = house_trad.6001.o.mother
		trigger = {
			exists = mother
			mother = { is_alive = yes }
		}

		# Effects here
		mother = { save_scope_as = parent_m }
		take_after_parent = { parent = scope:parent_m }

		ai_chance = {
			base = 100
			modifier = {
				factor = 0.5
				number_of_personality_traits_in_common = {
					target = scope:parent_m
					value >= 1
				}
			}
			modifier = {
				factor = 2
				any_relation = {
					type = guardian
					THIS = scope:parent_m
				}
			}
			modifier = {
				factor = 1.5
				has_trait = child_of_concubine_female
			}
			modifier = {
				factor = 1.5
				house = mother.house
				OR = {
					has_trait = bastard
					has_trait = wild_oat
				}
			}
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			# Bad father makes the child more likely to take after mother.
		} # AI Chance
	}
	option = {
		name = house_trad.6001.o.guardian.male
		trigger = {
			exists = scope:guardian
			scope:guardian = { is_female = no }
			father = {
				NOT = { THIS = scope:guardian }
			}
		}

		# Effects here
		scope:guardian = { save_scope_as = parent_gm }
		take_after_parent = { parent = scope:parent_gm }

		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				any_parent = {
					is_in_the_same_court_as = ROOT
				}
			}
			modifier = {
				factor = 2
				father = { is_alive = no }
			}
			modifier = {
				factor = 2
				mother = { is_alive = no }
			}
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		} # AI Chance
	}
	option = {
		name = house_trad.6001.o.guardian.female
		trigger = {
			exists = scope:guardian
			scope:guardian = { is_female = yes }
			mother = {
				NOT = { THIS = scope:guardian }
			}
		}

		# Effects here
		scope:guardian = { save_scope_as = parent_gf }
		take_after_parent = { parent = scope:parent_gf }

		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				any_parent = {
					is_in_the_same_court_as = ROOT
				}
			}
			modifier = {
				factor = 2
				father = { is_alive = no }
			}
			modifier = {
				factor = 2
				mother = { is_alive = no }
			}
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		} # AI Chance
	}
	option = {
		name = house_trad.6001.o.noeffect

		# Effects here
		# No Effect

		ai_chance = {
			base = 20
			modifier = {
				factor = 5
				NOT = { real_father = father }
			}
			if = {
				limit = {
					exists = root.father
				}
				bad_father = yes
			}
			if = {
				limit = {
					exists = root.mother
				}
				bad_mother = yes
			}
		} # AI Chance
	}
}
