﻿deception_chance = { ## NOT USED
	add = 50
	if = {
		limit = { obf_humble_character = yes
				has_trait = humble }
				multiply = 1.45
		}
	if = {
		limit = { obf_humble_character = yes
				has_personality_introverted_trigger = yes }
				multiply = 1.4
		}
	if = {
		limit = { obf_humble_character = no
				untrustworthy_trigger = yes} 
				multiply = 1.45
		}
	if = {
		limit = { obf_humble_character = no
				has_trait = ambitious} 
				multiply = 1.4
		}
	if = {
		limit = { any_player = {
				has_trait = cynical}} 
				multiply = 0.4
		}
	
	if = {
		limit = { any_player = {
				has_trait = trusting}} 
				multiply = 1.5
		}
	if = {
		limit = { any_player = {
				has_trait = paranoid}} 
				multiply = 0.6
		}
	if = {
		limit = { 
				any_player = {
				probably_unintelligent_trigger = yes}}
				multiply = 2
			}
	if = {
		limit = { 
				any_player = {
					probably_intelligent_trigger = yes}}
				multiply = 0
			}
	round = yes
	max = 100
	min = 25
	}
	
deception_time = {
	value = 12
	if = {
		limit = { obf_humble_character = yes
				has_trait = humble }
				multiply = 1.5
		}
	if = {
		limit = { obf_humble_character = yes
				ai_energy < 0} 
				multiply = ai_energy
				multiply = -0.02
		}
	if = {
		limit = { obf_humble_character = yes
				ai_sociability < 0} 
				multiply = ai_sociability
				multiply = -0.02
		}
	if = {
		limit = { ai_honor <= -50} 
				multiply = ai_honor
				multiply = -0.03
		}
	if = {
		limit = { ai_greed >= 50} 
				multiply = ai_honor
				multiply = 0.025
		}
	if = {
		limit = { obf_humble_character = no
				ai_energy > 0} 
				multiply = ai_energy
				multiply = 0.02
		}
	if = {
		limit = { obf_humble_character = no
				probably_intelligent_trigger = yes} 
				multiply = 1.5
		}
	if = {
		limit = { any_player = {
				has_trait = cynical}} 
				multiply = 0.7
		}
	
	if = {
		limit = { any_player = {
				has_trait = trusting}} 
				multiply = 1.5
		}
	if = {
		limit = { any_player = {
				has_trait = paranoid}} 
				multiply = 0.85
		}
	if = {
		limit = { any_player = {
				has_trait_rank = {
					trait = education_learning
					rank > 2
				}
						}} 
				multiply = 0.8
		}
	else_if = {
		limit = { any_player = {
				has_trait_rank = {
					trait = education_learning
					rank > 1
				}
						}} 
				multiply = 0.9
		}
	if = {
		limit = { obf_illusory_diplomat = yes
				any_player = {
					diplomacy >= prev.diplomacy}}
				multiply = 0.5
		}
	else_if = {
		limit = { obf_illusory_administrator = yes
				any_player = {
					stewardship >= prev.stewardship}}
				multiply = 0.5
		}
	else_if = {
		limit = { obf_illusory_intriguer = yes
				any_player = {
					intrigue >= prev.intrigue}}
				multiply = 0.5
		}
	else_if = {
		limit = { obf_illusory_scholar = yes
				any_player = {
					learning >= prev.learning}}
				multiply = 0.5
		}
	else_if = {
		limit = { obf_illusory_warrior = yes
				any_player = {
					martial >= prev.martial}}
				multiply = 0.5
		}
	if = {
		limit = { obf_illusory_diplomat = yes
				diplomacy > very_high_skill_rating}
				multiply = 2.5
		}
	else_if = {
		limit = { obf_illusory_diplomat = yes
				diplomacy > high_skill_rating}
				multiply = 2
		}
	else_if = {
		limit = { obf_illusory_diplomat = yes
				diplomacy > medium_skill_rating}
				multiply = 1.5
		}
	else_if = {
		limit = { obf_illusory_administrator = yes
				stewardship > very_high_skill_rating}
				multiply = 2.5
		}
	else_if = {
		limit = { obf_illusory_administrator = yes
				stewardship > high_skill_rating}
				multiply = 2
		}
	else_if = {
		limit = { obf_illusory_administrator = yes
				stewardship > medium_skill_rating}
				multiply = 1.5
		}
	else_if = {
		limit = { obf_illusory_intriguer = yes
				intrigue > very_high_skill_rating}
				multiply = 2.5
		}
	else_if = {
		limit = { obf_illusory_intriguer = yes
				intrigue > high_skill_rating}
				multiply = 2
		}	
	else_if = {
		limit = { obf_illusory_intriguer = yes
				intrigue > medium_skill_rating}
				multiply = 1.5
		}
	else_if = {
		limit = { obf_illusory_scholar = yes
				learning > very_high_skill_rating}
				multiply = 2.5
		}
	else_if = {
		limit = { obf_illusory_scholar = yes
				learning > high_skill_rating}
				multiply = 2
		}
	else_if = {
		limit = { obf_illusory_scholar = yes
				learning > medium_skill_rating}
				multiply = 1.5
		}
	else_if = {
		limit = { obf_illusory_warrior = yes
				martial > very_high_skill_rating}
				multiply = 2.5
		}
	else_if = {
		limit = { obf_illusory_warrior = yes
				martial > high_skill_rating}
				multiply = 2
		}
	else_if = {
		limit = { obf_illusory_warrior = yes
				martial > medium_skill_rating}
				multiply = 1.5
		}
	if = {
		limit = { 
				any_player = {
					intrigue > extremely_high_skill_rating}}
				multiply = 0.7
			}
	else_if = {
		limit = { 
				any_player = {
					intrigue > high_skill_rating}}
				multiply = 0.85
			}
	if = {
		limit = { 
				any_player = {
					probably_unintelligent_trigger = yes}}
				multiply = 5
			}
	else_if = {
		limit = { 
				any_player = {
					probably_intelligent_trigger = yes}}
				multiply = 0.25
			}
	round = yes
	max = 60
	min = 0
	}