﻿###Game Start
#On action triggered on game start to add flags to already related persons so they are not forgotten when divorcing, leaving court and etc
on_game_start_after_lobby = {
		on_actions ={
				flag_characters_on_game_start
				set_up_spy_network_on_start_on_action
		}
}

flag_characters_on_game_start = {
		
		effect = {
		every_player = {
		save_scope_as = player_character
		
		#### children
		every_child = { 
			add_to_temporary_list = natural_acquaintances
			every_consort = { 
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
			every_relation = {
				limit = {top_liege = scope:player_character.top_liege}
				type = guardian
				add_to_temporary_list = natural_acquaintances
				}
		}
		### parents
		every_parent = { 
				add_to_temporary_list = natural_acquaintances
			every_consort = {
				limit = {top_liege = scope:player_character.top_liege
				NOT = {is_parent_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
		}
		###sibling
		every_sibling = { ### brothers and sisters
				add_to_temporary_list = natural_acquaintances
			every_consort = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
			every_child = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
		}
		
		###consort
		every_consort = { 
				add_to_temporary_list = natural_acquaintances

			every_parent = { 
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
			every_child = { 
				limit = {top_liege = scope:player_character.top_liege
					NOT = {is_child_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
				}
			every_sibling = { 
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {top_liege = scope:player_character.top_liege
					NOT = {
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = natural_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {top_liege = scope:player_character.top_liege
					NOT = {
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = natural_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}	
		}
		
		###Primary heir
		every_heir = {  ###heir in same realm
			limit = {top_liege = scope:player_character.top_liege
						is_primary_heir_of = scope:player_character
					NOT = {is_child_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}	
		}
		
		### Remaining family members
		every_close_or_extended_family_member = { ###extended family in same realm
			limit = {top_liege = scope:player_character.top_liege
			NOR = {is_child_of = scope:player_character
					is_parent_of = scope:player_character
					is_sibling_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
		}
		
		### same house
		house = {
			every_house_member = {
			limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
			}
		}
		###vassals
		every_vassal = {
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_consort_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
		}
		###councillors
		every_councillor = {
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_consort_of = scope:player_character
							is_vassal_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
		}
		####knights
		every_knight = {
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_vassal_of = scope:player_character
							is_councillor_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
		}
		###courtiers
		every_courtier = { ####should put a timer for join court
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_knight_of = scope:player_character
							is_councillor_of = scope:player_character
							is_consort_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances

		}
		###court postions
		every_court_position_holder = { ####should put a timer for join court
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_knight_of = scope:player_character
							is_councillor_of = scope:player_character
							is_consort_of = scope:player_character
							is_courtier_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances

		}
		####ward and guardian
		every_relation = {
		type = ward
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = guardian
				add_to_temporary_list = natural_acquaintances
		}
		
		### Best friends
		every_relation = {
		type = best_friend
				add_to_temporary_list = natural_acquaintances
			every_child = { 
			limit = {top_liege = scope:player_character.top_liege}
			add_to_temporary_list = natural_acquaintances
			}
			every_consort = { 
			limit = {top_liege = scope:player_character.top_liege}
			add_to_temporary_list = natural_acquaintances
			}
		}
		###Soulmate
		every_relation = {
		type = soulmate
				add_to_temporary_list = natural_acquaintances
		}
		###Friend
		every_relation = {
		type = friend
				add_to_temporary_list = natural_acquaintances
		}
		#### lover
		every_relation = {
		type = lover
				add_to_temporary_list = natural_acquaintances
		}	
		####nemesis
		every_relation = {
		type = nemesis
				add_to_temporary_list = natural_acquaintances
		}
		### liege
		liege = {
				add_to_temporary_list = natural_acquaintances			
			every_vassal = {
				limit = {NOT = {is_close_or_extended_family_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
			}
			every_councillor = {
				limit = {NOT = {is_close_or_extended_family_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
			}
		}
		###allies
		every_ally = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}	
				
		### Other relations
		every_relation = {
		type = crush
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = bully
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = victim
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = soldier_friend
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = mentor
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = student
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = intrigue_mentor
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = intrigue_student
				add_to_temporary_list = natural_acquaintances
		}
		
		every_in_list = {
			limit = {
			is_alive = yes
					NOT = {this = scope:player_character}}
			list = natural_acquaintances
			character_deception_effect = yes
			character_known_effect = yes
			set_variable = {
						name = years_known
						value = {
								add = scope:player_character.age
								subtract = 16
								multiply = 0.5
								min = 1
								max = this.age
						}
					}
			}
			
		###############part_spied_2
		
		###children
		every_child = {
			every_consort = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
			}
			every_relation = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				type = guardian
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {prev.liege = scope:player_character
				top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {prev.liege = scope:player_character
				top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {prev.liege = scope:player_character
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {prev.liege = scope:player_character
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				type = victim
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				type = bully
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		
		### parents
		every_parent = { 
			every_consort = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {
				top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
				top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		
		###sibling
		every_sibling = { ### brothers and sisters
			every_consort = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_child = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		###consort	
		every_consort = {
				every_parent = { 
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_child = { 
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_sibling = { 
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		
		## former spouse
		every_former_spouse = { 
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		
		#remaining family members
		every_close_or_extended_family_member = { ###extended family not in same realm
			limit = {NOR = {top_liege = scope:player_character.top_liege
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		### Best friends
		every_relation = {
		type = best_friend
			every_consort = { 
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_child = { 
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_sibling = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}

			every_relation = { 
				type = friend
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		###Soulmate
		every_relation = {
		type = soulmate
			every_child = { 
				limit = {top_liege = scope:player_character.top_liege
					NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_consort = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_sibling = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		###Friend
		every_relation = {
		type = friend
			every_child = { 
				limit = {top_liege = scope:player_character.top_liege
					NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_consort = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_sibling = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		#### lover
		every_relation = {
		type = lover
			every_child = { 
				limit = {top_liege = scope:player_character.top_liege
					NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_consort = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_sibling = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
							NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}	
		##liege or above
		every_liege_or_above = {
			limit = {exists = scope:player_character.liege
					NOR = {this = scope:player_character.liege
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
			}
		
		## same house or dynasty
		house = {
			every_house_member = {
			limit = {NOR = {top_liege = scope:player_character.top_liege
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
			}
		}
		
		dynasty = {
			every_dynasty_member = {
			limit = { top_liege = scope:player_character.top_liege
						NOT = {
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
			}
		}
		
		##allies
		every_ally = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
				
		####prisoners
		every_prisoner = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		### guest		
		every_pool_guest = { 
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		####potential friends or lovers
		every_relation = {
		type = potential_friend
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		every_relation = {
		type = potential_lover
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		every_relation = {
		type = rival
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		
		every_relation = {
		type = grudge
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		every_contact = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		
		every_relation = {
		type = potential_rival
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = mild_acquaintances
			character_barely_known_effect = yes
			set_variable = {
						name = years_known
						value = {
								add = scope:player_character.age
								subtract = 16
								multiply = 0.15
								min = 1
								max = this.age
						}
					}
			}
		
		###############BASIC ACQUAINTANCES	
		####children
		every_child = {
			every_relation = { 
				type = friend
				limit = { NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = best_friend
				limit = { NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = { NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = soulmate
				limit = { NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = { NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		##### parents
		every_parent = { 	
			every_consort = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
					every_child = {
				add_to_temporary_list = basic_acquaintances
					}
				}	
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = best_friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = soulmate
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		###sibling
		every_sibling = { ### brothers and sisters
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = best_friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = soulmate
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		
		###consort
		every_consort = { 
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}

			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		#### Heir
		every_heir = {  
			limit = {NOR = {top_liege = scope:player_character.top_liege}
						is_primary_heir_of = scope:player_character
						has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}
				add_to_temporary_list = basic_acquaintances
		}
		

		####best_friend
		every_relation = {
		type = best_friend
			every_sibling = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}

			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = grudge
				limit = { top_liege = scope:player_character.top_liege
							NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_grudge = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		###Soulmate
		every_relation = {
		type = soulmate
			every_child = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_consort = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_sibling = { 
					limit = {NOR = {has_character_flag = partially_spied_2
					has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = grudge
				limit = { top_liege = scope:player_character.top_liege
							NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_grudge = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		###Friend
		every_relation = {
		type = friend
				every_child = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_consort = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_sibling = { 
					limit = {NOR = {has_character_flag = partially_spied_2
					has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = grudge
				limit = { top_liege = scope:player_character.top_liege
							NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_grudge = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		#### lover
		every_relation = {
		type = lover
			every_child = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_consort = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_sibling = { 
					limit = {NOR = {has_character_flag = partially_spied_2
					has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = grudge
				limit = { top_liege = scope:player_character.top_liege
							NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_grudge = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}	
		####nemesis
		every_relation = {
		type = nemesis
			every_relation = { 
				type = best_friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		####grudge
		every_relation = {
		type = grudge
			every_relation = { 
				type = best_friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		### liege
		liege = {			
			every_consort = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
			}
			every_child = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
			}
		}
		
		###memories
		every_memory = {
		limit = {NOT = {has_memory_category = notes}}
		every_memory_participant = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
		}}
			
		every_patroned_holy_order = {
			leader = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			}
		every_hired_mercenary = {
				mercenary_company_leader = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			}
		every_war_ally = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
			}
		
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = basic_acquaintances
			character_met_effect = yes
			}
			
		if = {
			limit = {OR = {is_councillor = yes
							is_knight = yes	}}
		liege = {
		every_consort = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = position_acquaintances
			}
		every_courtier = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = position_acquaintances_low
			}
		every_court_position_holder = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = position_acquaintances_low
			}

		}
	
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = position_acquaintances
			character_barely_known_effect = yes
					}
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = position_acquaintances_low
			character_met_effect = yes
					}
			
			}
		if = {
			limit = {exists = liege
					is_diarch_of_target = liege}
		liege = {
		every_consort = {
			limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = regency_acquaintances
		}
		every_councillor = {
				add_to_temporary_list = regency_acquaintances
		}
		every_vassal = {
				add_to_temporary_list = regency_acquaintances
		}
		every_child = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = regency_acquaintances_medium
		}
		every_court_position_holder = {
				add_to_temporary_list = regency_acquaintances_medium
		}
		every_knight = {
				add_to_temporary_list = regency_acquaintances_medium
		}
		every_courtier_or_guest = {
				add_to_temporary_list = regency_acquaintances_low
		}
		every_prisoner = {
				add_to_temporary_list = regency_acquaintances_low
		}

		}
	
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = regency_acquaintances
			character_deception_effect = yes
			character_known_effect = yes
				}
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = regency_acquaintances_medium
			character_barely_known_effect = yes
				}
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = regency_acquaintances_low
			character_met_effect = yes
				}	
			}
		}	
	}
}

###BIRTHDAY - FLAG CHARACTERS #TESTED AN WORKING
#On action triggered every birthday on player character to add flags to already related persons so they are not forgotten when divorcing, leaving court and etc
on_birthday = {
		on_actions ={
				make_acquaintances_from_knowledge
				make_acquaintances_from_position_knowledge
				make_acquaintances_from_regency_knowledge
		}
}

make_acquaintances_from_knowledge = {#TESTED AN WORKING
	trigger = {
			is_ai = no
			is_alive = yes
			}
		effect = {
		root = {save_scope_as = player_character}
		#### children
		every_child = { 
			add_to_temporary_list = natural_acquaintances
			every_consort = { 
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
			every_relation = {
				limit = {top_liege = scope:player_character.top_liege}
				type = guardian
				add_to_temporary_list = natural_acquaintances
				}
		}
		### parents
		every_parent = { 
				add_to_temporary_list = natural_acquaintances
			every_consort = {
				limit = {top_liege = scope:player_character.top_liege
				NOT = {is_parent_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
		}
		###sibling
		every_sibling = { ### brothers and sisters
				add_to_temporary_list = natural_acquaintances
			every_consort = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
			every_child = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
		}
		
		###consort
		every_consort = { 
				add_to_temporary_list = natural_acquaintances

			every_parent = { 
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
			every_child = { 
				limit = {top_liege = scope:player_character.top_liege
					NOT = {is_child_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
				}
			every_sibling = { 
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {top_liege = scope:player_character.top_liege
					NOT = {
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = natural_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {top_liege = scope:player_character.top_liege
					NOT = {
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = natural_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}	
		}
		
		###Primary heir
		every_heir = {  ###heir in same realm
			limit = {top_liege = scope:player_character.top_liege
						is_primary_heir_of = scope:player_character
					NOT = {is_child_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}	
		}
		
		### Remaining family members
		every_close_or_extended_family_member = { ###extended family in same realm
			limit = {top_liege = scope:player_character.top_liege
			NOR = {is_child_of = scope:player_character
					is_parent_of = scope:player_character
					is_sibling_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
		}
		
		### same house
		house = {
			every_house_member = {
			limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
			}
		}
		###vassals
		every_vassal = {
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_consort_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
		}
		###councillors
		every_councillor = {
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_consort_of = scope:player_character
							is_vassal_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
		}
		####knights
		every_knight = {
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_vassal_of = scope:player_character
							is_councillor_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
		}
		###courtiers
		every_courtier = { ####should put a timer for join court
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_knight_of = scope:player_character
							is_councillor_of = scope:player_character
							is_consort_of = scope:player_character}
							OR = {days_since_joined_court > 180
								has_character_flag = partially_spied_2}}
				add_to_temporary_list = natural_acquaintances

		}
		###court postions
		every_court_position_holder = { ####should put a timer for join court
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_knight_of = scope:player_character
							is_councillor_of = scope:player_character
							is_consort_of = scope:player_character
							is_courtier_of = scope:player_character}
						OR = {days_since_joined_court > 180
								has_character_flag = partially_spied_2}}
				add_to_temporary_list = natural_acquaintances

		}
		### guest		
		every_pool_guest = { 
				limit = {has_character_flag = partially_spied_2}
				add_to_temporary_list = natural_acquaintances
		}
		####potential friends or lovers
		every_relation = {
		type = potential_friend
				limit = {has_character_flag = partially_spied_2}
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = potential_lover
				limit = {has_character_flag = partially_spied_2}
				add_to_temporary_list = natural_acquaintances
		}
		
		####ward and guardian
		every_relation = {
		type = ward
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = guardian
				add_to_temporary_list = natural_acquaintances
		}
		
		### Best friends
		every_relation = {
		type = best_friend
				add_to_temporary_list = natural_acquaintances
			every_child = { 
			limit = {top_liege = scope:player_character.top_liege}
			add_to_temporary_list = natural_acquaintances
			}
			every_consort = { 
			limit = {top_liege = scope:player_character.top_liege}
			add_to_temporary_list = natural_acquaintances
			}
		}
		###Soulmate
		every_relation = {
		type = soulmate
				add_to_temporary_list = natural_acquaintances
		}
		###Friend
		every_relation = {
		type = friend
				add_to_temporary_list = natural_acquaintances
		}
		#### lover
		every_relation = {
		type = lover
				add_to_temporary_list = natural_acquaintances
		}	
		####nemesis
		every_relation = {
		type = nemesis
				add_to_temporary_list = natural_acquaintances
		}
		### liege
		liege = {
				add_to_temporary_list = natural_acquaintances			
			every_vassal = {
				limit = {NOT = {is_close_or_extended_family_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
			}
			every_councillor = {
				limit = {NOT = {is_close_or_extended_family_of = scope:player_character}}
				add_to_temporary_list = natural_acquaintances
			}
		}
		###allies
		every_ally = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = natural_acquaintances
				}	
				
		### Other relations
		every_relation = {
		type = crush
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = bully
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = victim
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = soldier_friend
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = mentor
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = student
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = intrigue_mentor
				add_to_temporary_list = natural_acquaintances
		}
		every_relation = {
		type = intrigue_student
				add_to_temporary_list = natural_acquaintances
		}
		
		every_in_list = {
			limit = {
			is_alive = yes
					NOT = {this = scope:player_character}}
			list = natural_acquaintances
			character_deception_effect = yes
			character_known_effect = yes
			}
			
		###############part_spied_2
		
		###children
		every_child = {
			every_consort = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
			}
			every_relation = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				type = guardian
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {prev.liege = scope:player_character
				top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {prev.liege = scope:player_character
				top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {prev.liege = scope:player_character
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {prev.liege = scope:player_character
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				type = victim
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				type = bully
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		
		### parents
		every_parent = { 
			every_consort = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {
				top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
				top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		
		###sibling
		every_sibling = { ### brothers and sisters
			every_consort = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_child = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
						has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		###consort	
		every_consort = {
				every_parent = { 
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_child = { 
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_sibling = { 
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		
		## former spouse
		every_former_spouse = { 
				limit = {top_liege = scope:player_character.top_liege
				NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		
		#remaining family members
		every_close_or_extended_family_member = { ###extended family not in same realm
			limit = {NOR = {top_liege = scope:player_character.top_liege
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		### Best friends
		every_relation = {
		type = best_friend
			every_consort = { 
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_child = { 
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_sibling = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}

			every_relation = { 
				type = friend
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		###Soulmate
		every_relation = {
		type = soulmate
			every_child = { 
				limit = {top_liege = scope:player_character.top_liege
					NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_consort = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_sibling = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		###Friend
		every_relation = {
		type = friend
			every_child = { 
				limit = {top_liege = scope:player_character.top_liege
					NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_consort = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_sibling = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}
		#### lover
		every_relation = {
		type = lover
			every_child = { 
				limit = {top_liege = scope:player_character.top_liege
					NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_consort = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_sibling = { 
				limit = {top_liege = scope:player_character.top_liege
						NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = best_friend
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = {
				type = soulmate
				limit = {
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {top_liege = scope:player_character.top_liege
					NOR = {has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = mild_acquaintances
				}
			every_ally = {
				limit = {top_liege = scope:player_character.top_liege
							NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
		}	
		##liege or above
		every_liege_or_above = {
			limit = {exists = scope:player_character.liege
					NOR = {this = scope:player_character.liege
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
			}
		
		## same house or dynasty
		house = {
			every_house_member = {
			limit = {NOR = {top_liege = scope:player_character.top_liege
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
			}
		}
		
		dynasty = {
			every_dynasty_member = {
			limit = { top_liege = scope:player_character.top_liege
						NOT = {
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
			}
		}
		
		##allies
		every_ally = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
				}
				
		####prisoners
		every_prisoner = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		###courtiers
		every_courtier = { ####should put a timer for join court
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_knight_of = scope:player_character
							is_councillor_of = scope:player_character
							is_consort_of = scope:player_character
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances

		}
		###court postions
		every_court_position_holder = { ####should put a timer for join court
				limit = {NOR = {is_close_or_extended_family_of = scope:player_character
							is_knight_of = scope:player_character
							is_councillor_of = scope:player_character
							is_consort_of = scope:player_character
							is_courtier_of = scope:player_character
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances

		}
		### guest		
		every_pool_guest = { 
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		####potential friends or lovers
		every_relation = {
		type = potential_friend
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		every_relation = {
		type = potential_lover
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		every_relation = {
		type = rival
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		
		every_relation = {
		type = grudge
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		every_contact = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		
		every_relation = {
		type = potential_rival
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = mild_acquaintances
		}
		
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = mild_acquaintances
			character_barely_known_effect = yes
			}
		
		###############BASIC ACQUAINTANCES	
		####children
		every_child = {
			every_relation = { 
				type = friend
				limit = { NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = best_friend
				limit = { NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = { NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = soulmate
				limit = { NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = { NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		##### parents
		every_parent = { 	
			every_consort = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
					every_child = {
				add_to_temporary_list = basic_acquaintances
					}
				}	
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = best_friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = soulmate
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		###sibling
		every_sibling = { ### brothers and sisters
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = best_friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = soulmate
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_soulmate = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {top_liege = scope:player_character.top_liege
							has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		
		###consort
		every_consort = { 
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}

			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		
		## former spouse
		every_former_spouse = { 
				limit = {NOR = {top_liege = scope:player_character.top_liege
								has_character_flag = partially_spied_2
								has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
		}
		
		#### Heir
		every_heir = {  
			limit = {NOR = {top_liege = scope:player_character.top_liege}
						is_primary_heir_of = scope:player_character
						has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}
				add_to_temporary_list = basic_acquaintances
		}
		

		####best_friend
		every_relation = {
		type = best_friend
			every_sibling = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}

			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = grudge
				limit = { top_liege = scope:player_character.top_liege
							NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_grudge = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		###Soulmate
		every_relation = {
		type = soulmate
			every_child = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_consort = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_sibling = { 
					limit = {NOR = {has_character_flag = partially_spied_2
					has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = grudge
				limit = { top_liege = scope:player_character.top_liege
							NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_grudge = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		###Friend
		every_relation = {
		type = friend
				every_child = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_consort = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_sibling = { 
					limit = {NOR = {has_character_flag = partially_spied_2
					has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = grudge
				limit = { top_liege = scope:player_character.top_liege
							NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_grudge = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		#### lover
		every_relation = {
		type = lover
			every_child = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_consort = { 
					limit = {NOR = {has_character_flag = partially_spied_2
						has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_sibling = { 
					limit = {NOR = {has_character_flag = partially_spied_2
					has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = lover
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_lover = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = grudge
				limit = { top_liege = scope:player_character.top_liege
							NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_grudge = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_ally = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
		}	
		####nemesis
		every_relation = {
		type = nemesis
			every_relation = { 
				type = best_friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		####grudge
		every_relation = {
		type = grudge
			every_relation = { 
				type = best_friend
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_best_friend = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = nemesis
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_nemesis = prev}}
				add_to_temporary_list = basic_acquaintances
				}
			every_relation = { 
				type = rival
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3
					has_secret_relation_rival = prev}}
				add_to_temporary_list = basic_acquaintances
				}
		}
		### liege
		liege = {			
			every_consort = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
			}
			every_child = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
			}
		}
		
		###memories
		every_memory = {
		limit = {NOT = {has_memory_category = notes}}
		every_memory_participant = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
		}}
			
		every_patroned_holy_order = {
			leader = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			}
		every_hired_mercenary = {
				mercenary_company_leader = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
				}
			}
		every_war_ally = {
				limit = {NOR = {has_character_flag = partially_spied_2
							has_character_flag = partially_spied_3}}
				add_to_temporary_list = basic_acquaintances
			}
		
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = basic_acquaintances
			character_met_effect = yes
			}
			
		}
	}
	
make_acquaintances_from_position_knowledge = {#TESTED AN WORKING
	trigger = {
			is_ai = no
			is_alive = yes
			OR = {is_councillor = yes
				is_knight = yes	}
			}
		effect = {
		root = {save_scope_as = player_character}
		liege = {
		every_consort = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = position_acquaintances
			}
		every_courtier = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = position_acquaintances_low
			}
		every_court_position_holder = {
				limit = {NOT = {has_character_flag = partially_spied_3}}
				add_to_temporary_list = position_acquaintances_low
			}

		}
	
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = position_acquaintances
			character_barely_known_effect = yes
					}
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = position_acquaintances_low
			character_met_effect = yes
					}
			
		}
	}
	
make_acquaintances_from_regency_knowledge = {#TESTED AN WORKING
	trigger = {
			is_ai = no
			is_alive = yes
			AND = {
					exists = liege
					is_diarch_of_target = liege
				}
			}
		effect = {
		root = {save_scope_as = player_character}
		liege = {
		every_consort = {
			limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = regency_acquaintances
		}
		every_councillor = {
				add_to_temporary_list = regency_acquaintances
		}
		every_vassal = {
				add_to_temporary_list = regency_acquaintances
		}
		every_child = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = regency_acquaintances_medium
		}
		every_court_position_holder = {
				add_to_temporary_list = regency_acquaintances_medium
		}
		every_knight = {
				add_to_temporary_list = regency_acquaintances_medium
		}
		every_courtier_or_guest = {
				add_to_temporary_list = regency_acquaintances_low
		}
		every_prisoner = {
				add_to_temporary_list = regency_acquaintances_low
		}

		}
	
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = regency_acquaintances
			character_deception_effect = yes
			character_known_effect = yes
				}
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = regency_acquaintances_medium
			character_barely_known_effect = yes
				}
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = regency_acquaintances_low
			character_met_effect = yes
				}
			
		}
	}
#trigger flags when becoming regent #TESTED AN WORKING
on_entered_diarchy = {
		on_actions ={
				make_acquaintances_from_entering_regency
		}

}

make_acquaintances_from_entering_regency = {#TESTED AN WORKING
	trigger = {
		root = {
		diarch = {
			is_ai = no
			is_alive = yes
			}
		}
	}
		effect = {
		root = {save_scope_as = player_character}
		liege = {
		every_consort = {
			limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = regency_acquaintances
		}
		every_councillor = {
				add_to_temporary_list = regency_acquaintances
		}
		every_vassal = {
				add_to_temporary_list = regency_acquaintances
		}
		every_child = {
				limit = {top_liege = scope:player_character.top_liege}
				add_to_temporary_list = regency_acquaintances_medium
		}
		every_court_position_holder = {
				add_to_temporary_list = regency_acquaintances_medium
		}
		every_knight = {
				add_to_temporary_list = regency_acquaintances_medium
		}
		every_courtier_or_guest = {
				add_to_temporary_list = regency_acquaintances_low
		}
		every_prisoner = {
				add_to_temporary_list = regency_acquaintances_low
		}

		}
	
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = regency_acquaintances
			character_deception_effect = yes
			character_known_effect = yes
				}
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = regency_acquaintances_medium
			character_barely_known_effect = yes
				}
		every_in_list = {
			limit = {
			is_alive = yes
						NOT = {this = scope:player_character}}
			list = regency_acquaintances_low
			character_met_effect = yes
				}
			
		}
	}

####DEATH - CHARACTER DIES AND MUST RENEW FLAGS#TESTED AN WORKING
#Character dies so heir only retains basic info about characters the previous heir met
on_death = {
		on_actions ={
				remove_flags
				new_flags
				set_up_spy_network_on_death_on_action
		}

}

new_flags = { #add flags to new heir relations
	trigger = {
	is_ai = no
	}
		events = {
		acquaintance.9002
		}
	}

remove_flags = { #remove flags from previous ruler relations
	trigger = { 
		is_ai = no 
		}
	effect = {
	every_living_character = {
	limit = {
	has_variable = years_known}
	remove_variable = years_known
	}
	every_living_character = {
	limit = {
	OR = {has_character_flag = had_low_level_report
	has_character_flag = had_medium_level_report
	has_character_flag = had_high_level_report}}
	remove_character_flag = had_low_level_report
	remove_character_flag = had_medium_level_report
	remove_character_flag = had_high_level_report
	}
	every_living_character = {
	limit = {
	NOR = {has_character_flag = partially_spied_3
	has_character_flag = partially_spied_2}
	has_character_flag = partially_spied}
	remove_character_flag = partially_spied
	}
	every_living_character = {
	limit = {
	NOT = {has_character_flag = partially_spied_3}
	has_character_flag = partially_spied_2}
	remove_character_flag = partially_spied_2
	remove_character_flag = partially_spied
	}
	every_living_character = {
	limit = {
	OR = {has_character_flag = has_deceived
	has_character_flag = humble_character
	has_character_flag = illusory_diplomat
	has_character_flag = illusory_administrator
	has_character_flag = illusory_intriguer
	has_character_flag = illusory_scholar
	has_character_flag = illusory_warrior
	has_character_flag = partially_spied_3}}
	
	add_to_temporary_list = flags_to_remove_but_mantain_basic
	}
	every_in_list = {
	list = flags_to_remove_but_mantain_basic
	remove_character_flag = has_deceived
	remove_character_flag = humble_character
	remove_character_flag = illusory_diplomat
	remove_character_flag = illusory_administrator
	remove_character_flag = illusory_intriguer
	remove_character_flag = illusory_scholar
	remove_character_flag = illusory_warrior
	remove_character_flag = partially_spied_3
	remove_character_flag = partially_spied_2
	remove_character_flag = partially_spied
	character_met_effect = yes
		}
	}
}

###RUMOURS
quarterly_playable_pulse = {
		on_actions ={
				heard_rumours_on_action
				delay = {days = 5}
				check_rebellious_faction #### THIS CHECKS FOR REBELLIOUS FACTIONS
				spy_network_on_action
				
		}
}

heard_rumours_on_action = { ###For common rumours
	trigger = {
	is_ai = no
	is_alive = yes
	is_adult = yes
	is_incapable = no
	is_travelling = no
	}
	random_events = { 
	chance_to_happen = 100
	20 = acquaintance.9003
	100 = 0
		}
}

####Discover a deceiving councillor
random_yearly_playable_pulse  = {
		on_actions ={
				discover_liar
				
		}
}

discover_liar = {
	trigger = {
	is_ai = no
	is_alive = yes
	is_incapable = no
	is_adult = yes
	}
	random_events = {
	chance_to_happen = 80
	30 = obf_interaction.0014
	100 = 0
	}
}



##NEW RELATIONS - ADD FLAGS
### Add Flags when relations are set
on_set_relation_lover = {
		on_actions ={
				make_acquaintances_from_relation
				make_acquaintances_from_relations_of_relation
		}
}

on_set_relation_grudge = {
		on_actions ={
				make_acquaintances_from_relation
				make_acquaintances_from_relations_of_relation
		}
}

on_set_relation_soulmate = {
		on_actions ={
				make_acquaintances_from_relation
				make_acquaintances_from_relations_of_relation
		}
}
on_set_relation_friend = {
		on_actions ={
				make_acquaintances_from_relation
				make_acquaintances_from_relations_of_relation
		}
}
on_set_relation_best_friend = {
		on_actions ={
				make_acquaintances_from_relation
				make_acquaintances_from_relations_of_relation
		}
}
on_set_relation_rival = {
		on_actions ={
				make_acquaintances_from_relation
		}
}
on_set_relation_nemesis = {
		on_actions ={
				make_acquaintances_from_relation
		}
}
on_set_relation_guardian = {
		on_actions ={
				make_acquaintances_from_relation
				make_acquaintances_for_liege_of_ward
		}
}    

make_acquaintances_from_relation = {
	trigger = {
			OR = {
			scope:target = {is_ai = no
			is_alive = yes}
			root = {is_ai = no
					is_alive = yes}}
			}
	effect = {
	if = {
	limit = {root = {
			is_alive = yes
				is_ai = yes}}
	root = {save_scope_as = character_to_flag}
	}
	if = {
	limit = {scope:target = {
			is_alive = yes
				is_ai = yes}}
	scope:target = {save_scope_as = character_to_flag}
	}
	scope:character_to_flag = {
			character_deception_effect = yes
			character_known_effect = yes
			} 
		}
	}

make_acquaintances_from_relations_of_relation = {
	trigger = {
			OR = {
			scope:target = {is_ai = no
			is_alive = yes}
			root = {is_ai = no
					is_alive = yes}}
			}
	effect = {
	if = {
	limit = {root = {
			is_alive = yes
				is_ai = yes}}
	root = {
				every_child = {
				character_met_effect = yes
				}
				every_consort = {
				character_met_effect = yes
				}
				every_sibling = {
				character_met_effect = yes
				}
				every_relation = {
				type = friend
				limit = {NOT = {has_secret_relation_friend = prev}}
				character_met_effect = yes
				}
				every_relation = {
				type = best_friend
				limit = {NOT = {has_secret_relation_best_friend = prev}}
				character_met_effect = yes
				}
				every_relation = {
				type = nemesis
				limit = {NOT = {has_secret_relation_nemesis = prev}}
				character_met_effect = yes
				}
				every_ally = {
				character_met_effect = yes
				}
			}
	}
	if = {
	limit = {scope:target = {
			is_alive = yes
				is_ai = yes}}
	scope:target = {
				every_child = {
				character_met_effect = yes
				}
				every_consort = {
				character_met_effect = yes
				}
				every_sibling = {
				character_met_effect = yes
				}
				every_relation = {
				type = friend
				limit = {NOT = {has_secret_relation_friend = prev}}
				character_met_effect = yes
				}
				every_relation = {
				type = best_friend
				limit = {NOT = {has_secret_relation_best_friend = prev}}
				character_met_effect = yes
				}
				every_relation = {
				type = nemesis
				limit = {NOT = {has_secret_relation_nemesis = prev}}
				character_met_effect = yes
				}
				every_ally = {
				character_met_effect = yes
				}
			}
		}
	}
}
	
make_acquaintances_for_liege_of_ward = {
	trigger = {
			root = {exists = liege}
			OR = {
			scope:target = {is_ai = no
			is_alive = yes}
			root.liege = {is_ai = no
					is_alive = yes}}
			}
	effect = {
	if = {
	limit = {root.liege = {
			is_alive = yes
				is_ai = yes}}
	root.liege = {save_scope_as = character_to_flag}
	}
	if = {
	limit = {scope:target = {
			is_alive = yes
				is_ai = yes}}
	scope:target = {save_scope_as = character_to_flag}
	}
	scope:character_to_flag = {
			character_barely_known_effect = yes
			} 
		}
	}
	
###ADD FLAG TO ALLY	
on_alliance_added = {
		on_actions ={
				make_acquaintances_from_alliance
		}
}

make_acquaintances_from_alliance = {
	trigger = {
			OR = {
			scope:first = {is_ai = no}
			scope:second = {is_ai = no}}
			}
	effect = {
	if = {
	limit = {scope:first = {
			is_alive = yes
				is_ai = yes}}
	scope:first = {save_scope_as = character_to_flag}
	}
	if = {
	limit = {scope:second = {
			is_alive = yes
				is_ai = yes}}
	scope:second = {save_scope_as = character_to_flag}
	}
	scope:character_to_flag = {
			character_deception_effect = yes
			character_known_effect = yes
			} 
		}
	}
	
### ADD FLAGS TO SPOUSE
on_marriage = {
		on_actions ={
				make_acquaintances_from_marriage
				make_acquaintances_from_relations_of_spouse
		}
}

make_acquaintances_from_marriage = {
	trigger = { 
		OR = {
			root = {is_ai = no}
			scope:spouse = {is_ai = no}}}
	effect = {
	root = {
			character_deception_effect = yes
			character_known_effect = yes
			}
	scope:spouse = {
			character_deception_effect = yes
			character_known_effect = yes
			} 			
		}
	}
	
make_acquaintances_from_relations_of_spouse = {
	trigger = { 
		OR = {
			root = {is_ai = no}
			scope:spouse = {is_ai = no}}}
	effect = {
	if = {
	limit = {root = {
			is_alive = yes
				is_ai = yes}}
	root = {
				every_parent = {
				character_met_effect = yes
				}
				every_child = {
				character_met_effect = yes
				}
				every_sibling = {
				character_met_effect = yes
				}
				every_relation = {
				type = friend
				character_met_effect = yes
				}
				every_relation = {
				type = best_friend
				character_met_effect = yes
				}
				every_relation = {
				type = rival
				character_met_effect = yes
				}
				every_relation = {
				type = nemesis
				character_met_effect = yes
				}
				every_ally = {
				character_met_effect = yes
				}
		}
	}
	if = {
	limit = {scope:spouse = {
			is_alive = yes
				is_ai = yes}}
	scope:spouse = {
				every_parent = {
				character_met_effect = yes
				}
				every_child = {
				character_met_effect = yes
				}
				every_sibling = {
				character_met_effect = yes
				}
				every_relation = {
				type = friend
				character_met_effect = yes
				}
				every_relation = {
				type = best_friend
				character_met_effect = yes
				}
				every_relation = {
				type = rival
				character_met_effect = yes
				}
				every_relation = {
				type = nemesis
				character_met_effect = yes
				}
				every_ally = {
				character_met_effect = yes
				}
			}
		}
	}
}
	
### ADD FLAGS TO CONCUBINE
on_concubinage = {
		on_actions ={
				make_acquaintances_from_concubinage
		}
}

make_acquaintances_from_concubinage = {
	trigger = { 
		OR = {
			root = {is_ai = no}
			scope:concubine = {is_ai = no}}}
	effect = {
	root = {
			character_deception_effect = yes
			character_known_effect = yes
			}
	scope:concubine = {
			character_deception_effect = yes
			character_known_effect = yes
			} 			
		}
	}

#ADD FLAG TO PRISONER
on_imprison = {
		on_actions ={
				make_acquaintances_from_prisoners
		}
}

make_acquaintances_from_prisoners = {
	trigger = { 
		OR = {
			root = {is_ai = no}
			scope:imprisoner = {is_ai = no}}}
	effect = {
	root = {
			character_met_effect = yes
			}
	scope:imprisoner = {
			character_met_effect = yes
			} 			
		}
	}
#ADD FLAG TO HOSTAGE
on_hostage_taken = {
		on_actions ={
				make_acquaintances_from_hostages
		}
}

make_acquaintances_from_hostages = {
	trigger = { 
		OR = {
			root = {is_ai = no}
			scope:warden = {is_ai = no}}}
	effect = {
	root = {
			character_met_effect = yes
			}
	scope:warden = {
			character_met_effect = yes
			} 			
		}
	}
	
###SWAY
#Flags characters through sway
sway_ongoing = {
		on_actions ={
				new_acquaintance_sway_ongoing 
		}
}
sway_success = {
		on_actions ={
				new_acquaintance_sway 
		}
}
sway_failure = {

	on_actions = { 
				new_acquaintance_sway 
		}
}

new_acquaintance_sway = {
trigger = {
OR = {scope:owner = {is_ai = no
				is_alive = yes}
scope:target = {is_ai = no
				is_alive = yes}							
}}
		events = {
		acquaintance.1003
		delay = {days = 5}
		acquaintance.1001

		}
	}
new_acquaintance_sway_ongoing  = {
trigger = {
OR = {scope:owner = {is_ai = no
				is_alive = yes}
scope:target = {is_ai = no
				is_alive = yes}							
}}
		events = {
		acquaintance.1003
		acquaintance.1002

}
	}

#####BEFRIEND acquaintances

befriend_ongoing = {

 on_actions ={
 	new_acquaintance_befriend
		}
}

befriend_dislike_ongoing = {

 on_actions ={
	new_acquaintance_befriend_dislike
		}
}

new_acquaintance_befriend = {
trigger = {
OR = {scope:owner = {is_ai = no
				is_alive = yes}
scope:target = {is_ai = no
				is_alive = yes}							
}}	

events = {
delay = {days = 2}
acquaintance.2001

	}
}
new_acquaintance_befriend_dislike = {
trigger = {
OR = {scope:owner = {is_ai = no
				is_alive = yes}
scope:target = {is_ai = no
				is_alive = yes}							
}}	

events = {
delay = {days = 2}
acquaintance.2001
	}
}

befriend_critical_success = {
	on_actions ={
	new_acquaintance_befriend_outcome
		}
}
befriend_success = {
	on_actions ={
	new_acquaintance_befriend_outcome
		}
}
befriend_failure = {
	on_actions ={
	new_acquaintance_befriend_outcome
		}
}
befriend_critical_failure = {
	on_actions ={
	new_acquaintance_befriend_outcome
		}
}
new_acquaintance_befriend_outcome = {
trigger = {
OR = {scope:owner = {is_ai = no
				is_alive = yes}
scope:target = {is_ai = no
				is_alive = yes}							
}}
	events = {
	acquaintance.2002
	}
}


#####SEDUCTION acquaintances
###Included on scheme
#seduce_ongoing_milestone_1 = {
#	on_actions ={
#	new_acquaintance_seduction
#		}
#}
#
#seduce_ongoing_milestone_2 = {
#	on_actions ={
#	new_acquaintance_seduction
#		}
#}
#
#new_acquaintance_seduction = {
#trigger = {
#OR = {scope:owner = {is_ai = no
#				is_alive = yes}
#scope:target = {is_ai = no
#				is_alive = yes}							
#}
#scope:target = {NOT = {has_relation_to = scope:owner} }}	
#	events = {
#	acquaintance.2003
#	}
#}

seduce_success = {
	on_actions ={
	delay = {days = 1}
	new_acquaintance_seduction_outcome
		}
}
seduce_generic_success = {
	on_actions ={
	delay = {days = 1}
	new_acquaintance_seduction_outcome
		}
}
seduce_failure = {
	on_actions ={
	delay = {days = 1}
	new_acquaintance_seduction_outcome 
		}
}
new_acquaintance_seduction_outcome = {
trigger = {
OR = {scope:owner = {is_ai = no
				is_alive = yes}
scope:target = {is_ai = no
				is_alive = yes}							
}}
	events = {
	acquaintance.2004
	}
}

#####ROMANCE
#
court_ongoing = {

 on_actions ={
 	new_acquaintance_courting
		}
}

new_acquaintance_courting = {
trigger = {
OR = {scope:owner = {is_ai = no
				is_alive = yes}
scope:target = {is_ai = no
				is_alive = yes}							
}}	

events = {
acquaintance.2005

	}
}

court_outcome = {
 on_actions ={
 	new_acquaintance_courting_outcome
		}
}

new_acquaintance_courting_outcome = {
trigger = {
OR = {scope:owner = {is_ai = no
				is_alive = yes}
scope:target = {is_ai = no
				is_alive = yes}							
}}
	events = {
	acquaintance.2002
	}
}

###CONVERT TO WITCH
convert_to_witchcraft_failure_outcome = {
	on_actions ={
 	new_acquaintance_witch_outcome
		}
}

new_acquaintance_witch_outcome = {
trigger = {
OR = {scope:owner = {is_ai = no
				is_alive = yes}
scope:target = {is_ai = no
				is_alive = yes}							
}}
	events = {
	acquaintance.2002
	}
}


####ACTIVITIES	
#####Feast acquaintances

adult_education_arrival_events = {
	on_actions ={
	new_acquaintance_activity_participants
		}
}

adult_education_destination_events = {
	on_actions ={
	new_acquaintance_adult_education
		}
}

hunt_random_pulse = {
	on_actions ={
	new_acquaintance_activity_participants
		}
}

playdate_event_selection = {
	on_actions ={
	new_acquaintance_activity_participants
		}
}

new_acquaintance_activity_participants = {
	trigger = {
	
	is_ai = no
	is_alive = yes
	}
		events = {
		acquaintance.3000
		}
}

feast_main_event_selection = {
	on_actions ={
	new_acquaintance_activity_participants
	new_acquaintance_feast_host
	delay = {days = 2}
	new_acquaintance_feast
		}
}

feast_default_host_event_selection = {
	on_actions ={
	new_acquaintance_activity_participants
	new_acquaintance_feast_host
	delay = {days = 2}
	new_acquaintance_feast
		}
}
feast_default_event_selection = {
	on_actions ={
	new_acquaintance_activity_participants
	new_acquaintance_feast_host
	delay = {days = 2}
	new_acquaintance_feast
		}
}

new_acquaintance_feast_host = {
	trigger = {
	is_ai = no
	is_alive = yes
	is_incapable = no
	}
		events = {
		acquaintance.3001
		acquaintance.3002
		}
}


new_acquaintance_feast = {
	trigger = {
	
	is_ai = no
	is_alive = yes
	is_incapable = no
	}
		events = {
		acquaintance.3003
		}
}

#wedding
wedding_ceremony_ongoing_event_pulse = {
	on_actions ={
	delay = {days = 2}
	new_acquaintance_wedding
		}
}

wedding_banquet_ongoing_event_pulse = {
	on_actions ={
	delay = {days = 2}
	new_acquaintance_wedding
		}
}

new_acquaintance_wedding = {
	trigger = {
	NOT = {has_character_flag = met_people_at_wedding}
	is_ai = no
	is_alive = yes
	is_incapable = no
	}
		events = {
		acquaintance.3004
		}
}

new_acquaintance_adult_education = {
	trigger = {
	is_ai = no
	is_alive = yes
	involved_activity = {
	exists = var:activity_special_type_progression
	var:activity_special_type_progression >= 15}
	}
		events = {
		acquaintance.3005
		}
}

playdate_event_selection = {
	on_actions ={
	delay = {days = 2}
	new_acquaintance_playdate
		}
}

new_acquaintance_playdate = {
	trigger = {
	is_ai = no
	is_alive = yes
	}
		events = {
		acquaintance.3006
		}
}

on_tour_grounds_liege = {
	on_actions ={
	delay = {days = 1}
	new_acquaintance_tour
		}
}

on_tour_grounds_vassal = {
	on_actions ={
	delay = {days = 1}
	new_acquaintance_tour
		}
}

on_tour_dinner_liege = {
	on_actions ={
	delay = {days = 1}
	new_acquaintance_tour
		}
}

on_tour_dinner_vassal = {
	on_actions ={
	delay = {days = 1}
	new_acquaintance_tour
		}
}

on_tour_festival_liege = {
	on_actions ={
	delay = {days = 1}
	new_acquaintance_tour
		}
}

on_tour_festival_vassal = {
	on_actions ={
	delay = {days = 1}
	new_acquaintance_tour
		}
}

new_acquaintance_tour = {
	trigger = {
	is_ai = no
	is_alive = yes
	is_incapable = no
	}
		events = {
		acquaintance.3007
		}
}


####GUESTS ARRIVE AT COURT
on_guest_arrived_from_pool = {
	on_actions ={
 	ask_info_guest_notification
	make_acquaintances_from_guests
		}
}
make_acquaintances_from_guests = {
	trigger = {
			scope:host = {is_ai = no
				is_alive = yes
				is_incapable = no}
			}
	effect = {
	scope:guest = {
			character_barely_known_effect = yes
			} 
		}
	}

ask_info_guest_notification = {
trigger = {
scope:host = {is_ai = no
				is_alive = yes
				is_adult = yes
				is_landless_adventurer = no
				is_incapable = no}
scope:guest = {exists = var:last_visited_ruler
			NOT = {var:last_visited_ruler = scope:host}
			is_adult = yes
			is_capable_of_being_asked_info_trigger = yes
			NOT = {has_character_flag = was_asked_information}
			scope:guest.var:last_visited_ruler = {is_ruler = yes
													is_alive = yes}}							
}
effect = {	
	scope:guest = {
	add_character_flag = {
				flag = can_ask_information
				months = 6}
		}
	}
	events = {
		obf_interaction.0012
	}
}

####NEW JOIN COURTIER
on_join_court = {
	on_actions = {
	make_acquaintances_from_new_courtiers
	ask_info_courtier_notification
		}
}

make_acquaintances_from_new_courtiers = {
	trigger = {
			scope:new_employer = {is_ai = no}
			root = {is_alive = yes}
			}
	effect = {
	root = {
			character_barely_known_effect = yes
			} 
		}
	}
	
ask_info_courtier_notification = {
trigger = {
scope:new_employer = {is_ai = no
				is_alive = yes
				is_adult = yes
				is_landless_adventurer = no
				is_incapable = no}
root = {exists = scope:old_employer
			NOT = {scope:old_employer = scope:new_employer}
			is_adult = yes
			is_capable_of_being_asked_info_trigger = yes
			NOT = {is_close_or_extended_family_of = scope:new_employer}
			NOT = {is_consort_of = scope:new_employer}
			NOT = {has_character_flag = was_asked_information}
			scope:old_employer = {is_ruler = yes
									is_alive = yes}}							
}
effect = {	
	root = {
	add_character_flag = {
				flag = can_ask_information
				months = 6}
	set_variable = {
				name = last_visited_ruler
				value = scope:old_employer
				months = 7
			}
		}
	}
	events = {
		obf_interaction.0013
	}
}

#MAKE LAAMP EMPLOYERS KNOWN
laamp_base_contract_scheme_on_going_events = {
		on_actions ={
				make_acquaintances_from_employers
		}
}

make_acquaintances_from_employers = {
trigger = {
OR = {scope:owner = {is_ai = no
				is_alive = yes}
scope:target = {is_ai = no
				is_alive = yes}							
}}
	events = {
	acquaintance.9100
	}
}

####Holy order hired
on_holy_order_hired = {
	on_actions ={
	make_acquaintances_from_holy_order
		}
}

make_acquaintances_from_holy_order = {
	trigger = {
			NOT = { scope:patron = scope:actor }
			scope:actor = {is_ai = no
				is_alive = yes
				is_incapable = no}
			}
	effect = {
	scope:holy_order.leader = {
			character_met_effect = yes
			} 
		}
	}

####Holy order hired
on_join_war_as_secondary = {
	on_actions ={
	make_acquaintances_from_landless_joining_war
		}
}

make_acquaintances_from_landless_joining_war = {
	trigger = {
	has_government = landless_adventurer_government
			scope:war = {
				is_attacker = root
				primary_attacker = {
				is_ai = no
				}
			}
		}
	effect = {
	root = {
			character_met_effect = yes
			} 
		}
	}

check_rebellious_faction = { ###For rebelllious factions
	trigger = {
	is_ai = no
	is_alive = yes
	any_targeting_faction = {
						exists = yes
						NOT = {faction_is_type = peasant_faction}
						OR = {faction_can_press_demands = yes
						AND = {faction_is_type = independence_faction
						faction_discontent >= 90}
						AND = {faction_is_type = nation_fracturing_faction
						faction_discontent >= 85}
						AND = {faction_is_type = liberty_faction
						faction_discontent >= 80}
						AND = {faction_is_type = claimant_faction
						faction_discontent >= 75}
						AND = {faction_is_type = populist_faction
						faction_discontent >= 60}
						AND = {faction_is_type = peasant_faction
						faction_discontent >= 50}}}
					}
	events = {
	obf_faction_event.1000
	obf_faction_event.1001
	}
}

spy_network_on_action = { ###Spy network cycle
	trigger = {
	is_ai = no
	is_alive = yes
	is_adult = yes
	is_incapable = no
	is_landless_adventurer = no
	OR = {NOT = {exists = cp:councillor_spymaster}
	NOT = {has_variable = pause_spy_network}
	var:spy_network > var:spy_network_budget}
	has_variable = spy_network}
	
	effect = {
			
	if = {
		limit = {has_variable = spy_network}
			change_variable = {
			name = spy_network
			add = spy_network_value
					}
		}
	if = {
		limit = {var:spy_network > 200}
		set_variable = {
			name = spy_network
			value = 200
					}
		}
	if = { 
		limit = {var:spy_network <= 0}
		remove_variable = spy_network
			}
	add_spy_network_modifiers = yes
		}
	}

set_up_spy_network_on_start_on_action = { ###Set Network on start
	
	effect = {
	every_player = {
		save_scope_as = player_character
	if = {
		limit = {scope:player_character = {
				is_ai = no
				is_landless_adventurer = no
				is_alive = yes
				is_adult = yes
				is_incapable = no}}
	scope:player_character = {
		set_variable = {
			name = spy_network
			value = spy_network_value_on_start
					}
		set_variable = {
			name = spy_network_budget
			value = 200
					}
				}
			}
	add_spy_network_modifiers = yes
		}
	}
}

set_up_spy_network_on_death_on_action = { ###Set Network on death if heir is adult
	trigger = {
	root = {is_ai = no}
	}
	
	effect = {
	primary_heir = {
		save_scope_as = player_character
	if = {
		limit = {scope:player_character = {
				is_landless_adventurer = no
				is_alive = yes
				is_adult = yes
				is_incapable = no}}
	scope:player_character = {
		set_variable = {
			name = spy_network
			value = scope:player_character.spy_network_value_on_start
					}
		set_variable = {
			name = spy_network_budget
			value = 200
					}
				}
			}
		add_spy_network_modifiers = yes
		}
	}
}


on_leave_council = {
		on_actions ={
				reduce_spy_network_significantly
		}
}
on_fired_from_council = {
		on_actions ={
				reduce_spy_network_significantly
		}
}

reduce_spy_network_significantly = { ###Set Network on councillor left
	trigger = {
	root = {
		is_ai = no
		has_variable = spy_network
				var:spy_network >= 0
		NOT = {has_character_flag = network_has_been_reduced}
		}
	}
	effect = {
	
	root = {
	set_variable = {
			name = spy_network
			value = spy_network_when_spymaster_leaves
					}
	add_character_flag = {
		flag = network_has_been_reduced
		months = 6}
	add_spy_network_modifiers = yes
					
		}
	}
}