﻿#Character interactions relating to schemes

start_murder_interaction = {
	icon = icon_hostile
	common_interaction = yes
	interface_priority = 90
	category = interaction_category_hostile

	ignores_pending_interaction_block = yes

	scheme = murder

	send_name = START_SCHEME

	is_shown = {
		NOR = { 
			scope:recipient = scope:actor
			scope:recipient = {
				has_trait = ruin
			}
		}

		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}

		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
		scope:recipient = {
			agot_is_available_for_anything = yes
		}
		scope:actor = {
			can_start_scheme = {
				type = murder
				target = scope:recipient
			}
		}
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
	}

	desc = {
		triggered_desc = {
			trigger = {
				scope:actor = {
					can_start_scheme = {
						type = murder
						target = scope:recipient
					}
				}
			}
			desc = scheme_interaction_tt_murder_approved
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				compassionate = major_stress_impact_gain
				honest = medium_stress_impact_gain
				just = medium_stress_impact_gain
			}
		}
		hidden_effect = {
			scope:actor = {
				send_interface_toast = {
					title = start_murder_interaction_notification

					left_icon = scope:actor					
					right_icon = scope:recipient

					start_scheme = {
						type = murder
						target = scope:recipient
					}

					show_as_tooltip = {
						stress_impact = {
							compassionate = major_stress_impact_gain
							honest = medium_stress_impact_gain
							just = medium_stress_impact_gain
						}
					}
				}
			}
		}
	}
	
	auto_accept = yes

	# AI for murders is handled in event murder_scheme_maintenance.1, fired from the five_year_playable_pulse
}

start_abduct = {
	icon = icon_hostile
	interface_priority = 70
	category = interaction_category_hostile

	send_name = START_SCHEME

	scheme = abduct
	ignores_pending_interaction_block = yes
	
	is_shown = {
		scope:actor = {
			OR = {
				has_perk = kidnapper_perk  # Scheme unlocked by the Kidnapper Perk
				AND = {
					any_character_struggle = {
						involvement = involved
						has_struggle_phase_parameter = unlocks_abduct_for_all
						is_secondary_character_involvement_involved_trigger = {
							CHAR = scope:recipient
						}
					}
				}
			}
		}
		
		NOT = {
			scope:recipient = {
				has_trait = ruin
			} 
		}

		NOR = {
			scope:recipient = scope:actor
			scope:recipient = { is_imprisoned_by = scope:actor }
		}
		#exists = scope:recipient.court_owner
		
		NAND = { # Game Rules!
			has_game_rule = no_players_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				is_ai = no
			}
		}
		
		NAND = {
			has_game_rule = no_player_families_multiplayer_murder_schemes
			scope:actor = {
				is_ai = no
			}
			scope:recipient = {
				OR = {
					is_ai = no
					any_close_family_member = {
						AND = {
							is_ai = no
							NOT = { this = scope:actor }
						}
					}
				}
			}
		}
	}

	is_valid_showing_failures_only = {
		scope:actor = {
			can_start_scheme = {
				type = abduct
				target = scope:recipient
			}
		}
		scope:recipient = { NOT = { has_strong_hook = scope:actor } }
	}

	desc = {
		triggered_desc = {
			trigger = {
				scope:actor = {
					can_start_scheme = {
						type = abduct
						target = scope:recipient
					}
				}
			}
			desc = scheme_interaction_tt_abduct_approved
		}
	}

	on_accept = {
		scope:actor = {
			stress_impact = {
				compassionate = medium_stress_impact_gain
				honest = minor_stress_impact_gain
				just = minor_stress_impact_gain
			}
		}
		hidden_effect = {
			scope:actor = {
				send_interface_toast = {
					title = start_abduct_notification

					left_icon = scope:actor					
					right_icon = scope:recipient

					start_scheme = {
						type = abduct
						target = scope:recipient
					}

					show_as_tooltip = {
						stress_impact = {
							compassionate = medium_stress_impact_gain
							honest = minor_stress_impact_gain
							just = minor_stress_impact_gain
						}
					}
				}
			}
		}
	}
	
	auto_accept = yes
}

end_scheme = {
	is_shown = {
		#debug_only = yes
	}
	special_interaction = remove_scheme_interaction
	use_diplomatic_range = no
	hidden = yes
	on_accept = {
		scope:scheme = {
			end_scheme = yes
		}
	}
	
	auto_accept = yes
	ignores_pending_interaction_block = yes
}

befriend_interaction = {
	icon = icon_personal
	category = interaction_category_friendly

	interface_priority = 90
	scheme = befriend

	send_name = START_SCHEME
	ignores_pending_interaction_block = yes

	ai_targets = {
		ai_recipients = liege
		ai_recipients = neighboring_rulers
	}
	ai_targets = {
		ai_recipients = vassals
		ai_recipients = peer_vassals
		chance = 0.25
	}
	ai_frequency = 20

	is_shown = {
		scope:actor = {
			can_use_befriend_scheme_trigger = { TARGET = scope:recipient }
		}
		NOT = { 
			scope:actor = scope:recipient 
			scope:recipient = {
				has_trait = ruin
			} 
		}
	}

	is_valid_showing_failures_only = {
		scope:actor = {
			can_start_scheme = {
				type = befriend
				target = scope:recipient
			}
		}
		scope:recipient = {
			agot_is_available_for_anything = yes
		}
	}

	desc = {
		triggered_desc = {
			trigger = {
				scope:actor = {
					NOT = { is_at_war_with = scope:recipient }
					can_start_scheme = {
						type = befriend
						target = scope:recipient
					}
				}
			}
			desc = scheme_interaction_tt_befriend_approved
		}
	}

	on_accept = {
		hidden_effect = {
			scope:actor = {
				send_interface_toast = {
					title = befriend_interaction_notification

					left_icon = scope:actor					
					right_icon = scope:recipient

					start_scheme = {
						type = befriend
						target = scope:recipient
					}
				}
			}
			if = { #Stubborness effect
				limit = {
					scope:recipient = {
						has_trait = stubborn
					}
				}
				scope:actor = {
					random_scheme = {
						limit = {
							scheme_type = befriend
							scheme_target = scope:recipient
						}
						scheme_target = {
							random_list = {
								20 = {
									set_variable = {
										name = recipient_stubborness_scheme
										value = -5
									}
								}
								20 = {
									set_variable = {
										name = recipient_stubborness_scheme
										value = -10
									}
								}
								20 = {
									set_variable = {
										name = recipient_stubborness_scheme
										value = -15
									}
								}
								20 = {
									set_variable = {
										name = recipient_stubborness_scheme
										value = -20
									}
								}
								20 = {
									set_variable = {
										name = recipient_stubborness_scheme
										value = -25
									}
								}
							}
						}
					}
				}
			}
		}
	}
	
	ai_potential = {
		OR = {
			has_perk = befriend_perk # Unlocked by the Befriend Perk
			AND = {
				exists = dynasty
				dynasty = {
					has_dynasty_perk = fp1_adventure_legacy_5
				}
			}
			culture = { has_cultural_parameter = automatic_befriend_access }
			any_character_struggle = {
				involvement = involved
				has_struggle_phase_parameter = struggle_unlocks_befriend_schemes_for_everyone
			}
		}
		NOR = {
			has_trait = shy
			has_trait = callous
			any_scheme = {
				OR = {
					scheme_type = befriend
					#scheme_type = sway # We allow the AI to override Sway with Befriend
					scheme_type = seduce
					scheme_type = courting
					scheme_type = elope
					scheme_type = learn_language
				}
			}
			AND = { # No one cares about City barons
				is_lowborn = yes
				primary_title.tier <= tier_barony
			}
		}
	}
	
	auto_accept = yes
	
	ai_will_do = {
		base = 50

		modifier = { # Try to befriend those who you might want to vassalize
			add = 30
			scope:actor = {
				agot_is_independent_ruler = yes
				primary_title.tier >= tier_county
				NOT = {
					any_targeting_faction = {
						exists = yes
						OR = {
							faction_is_type = liberty_faction
							faction_is_type = claimant_faction
							faction_is_type = independence_faction
						}
					}
				}
			}
			scope:recipient = {
				agot_is_independent_ruler = yes
				is_landed = yes
				primary_title.tier < scope:actor.primary_title.tier
				OR = {
					faith.religion = scope:actor.faith.religion
					AND = {
						faith = {
							has_doctrine = doctrine_pluralism_pluralistic
						}
						scope:actor.faith = {
							has_doctrine = doctrine_pluralism_pluralistic
						}
					}
				}
			}
		}

		modifier = {
			factor = 0.1
			scope:actor = {
				opinion = {
					target = scope:recipient
					value < -50
				}
			}
		}

		modifier = {
			factor = 0.1
			scope:recipient = {
				opinion = {
					target = scope:actor
					value > 50
				}
			}
		}

		modifier = {
			factor = 0.5
			scope:recipient = {
				number_of_personality_traits_in_common = {
					target = scope:actor
					value < 2
				}
			}
		}

		modifier = {
			factor = 0.1
			scope:recipient = {
				number_of_personality_traits_in_common = {
					target = scope:actor
					value < 1
				}
			}
		}
		
		# Struggle
		#modifier = { # AGOT TODO Fix Code Block
		#	scope:actor = {
		#		any_character_struggle = {
		#			involvement = involved
		#			is_struggle_type = iberian_struggle
		#			phase_has_catalyst = catalyst_became_friend_lover_with_character
		#		}
		#	}
		#	scope:recipient = {
		#		any_character_struggle = {
		#			involvement = involved
		#			is_struggle_type = iberian_struggle
		#			phase_has_catalyst = catalyst_became_friend_lover_with_character
		#		}
		#	}
		#	add = {
		#		value = 0
		#		if = {
		#			limit = {
		#				scope:actor = {
		#					has_character_flag = agenda_towards_deescalation
		#					trait_compatibility = {
		#						target = scope:recipient
		#						value >= low_positive_trait_compatibility
		#					}
		#				}
		#				scope:recipient = {
		#					has_character_flag = agenda_towards_deescalation
		#				}
		#			}
		#			add = 200
		#		}
		#		else_if = {
		#			limit = {
		#				scope:actor = {
		#					has_character_flag = agenda_towards_deescalation
		#					trait_compatibility = {
		#						target = scope:recipient
		#						value >= low_positive_trait_compatibility
		#					}
		#				}
		#			}
		#			add = 50
		#		}
		#		else_if = {
		#			limit = {
		#				scope:actor = {
		#					has_character_flag = agenda_towards_escalation
		#				}
		#			}
		#			add = -200
		#		}
		#		else = {
		#			add = 10
		#		}
		#	}
		#}

		modifier = {
			factor = 25
			has_focus = diplomacy_family_focus
		}

		modifier = {
			factor = 2
			scope:recipient.liege = scope:actor
		}

		modifier = {
			factor = 0.5
			NOT = { scope:recipient.faith = scope:actor.faith }
		}

		modifier = {
			factor = 0.25
			scope:actor = {
				is_ruler = yes
				tier_difference = {
					target = scope:recipient
					value > 2
				}
			}
		}
		modifier = {
			factor = 0.35
			scope:actor = {
				has_personality_malicious_trigger = yes
			}
		}
		modifier = {
			factor = 2
			scope:actor = {
				OR = {
					has_trait = gregarious
					has_trait = diplomat
					has_trait = family_first
					has_trait = august
				}
			}
		}
		modifier = {
			factor = 1.5
			scope:actor = {
				num_of_relation_friend < 3
			}
		}
		modifier = { #Better to Court rather than befriend.
			factor = 0.25
			scope:actor = {
				is_spouse_of = scope:recipient
			}
		}
		modifier = {
			factor = 0.75
			scope:recipient = {
				is_child_of = scope:actor
			}
		}
		modifier = {
			factor = 2
			scope:actor = {
				is_child_of = scope:recipient
			}
		}
		modifier = {
			factor = 2
			scope:actor = { #Friends of friends
				any_relation = {
					type = friend
					any_relation = {
						type = friend
						this = scope:recipient
					}
				}
			}
		}
		modifier = {
			factor = 0.25
			scope:recipient = {
				any_claim = {
					this = scope:actor.primary_title
				}
			}
		}
	}
}


seduce_interaction = {
	icon = icon_personal
	category = interaction_category_friendly
	interface_priority = 90
	scheme = seduce

	send_name = START_SCHEME
	ignores_pending_interaction_block = yes
	
	ai_targets = {
		ai_recipients = family
		max = 2
	}
	ai_targets = {
		ai_recipients = guests
		ai_recipients = courtiers
		ai_recipients = neighboring_rulers
	}
	ai_targets = {
		ai_recipients = vassals
		max = 5
	}
	ai_targets = {
		ai_recipients = peer_vassals
		max = 5
	}
	
	# We don't want this to grow ludicrously large in big realms
	ai_targets = {
		ai_recipients = realm_characters
		max = 10
	}
	
	ai_target_quick_trigger = {
		adult = yes
		attracted_to_owner = yes
		owner_attracted = yes
	}
	ai_frequency = 12

	is_shown = {
		NOT = { 
			scope:actor = scope:recipient 
			scope:recipient = {
				has_trait = ruin
			} 
		}
		scope:recipient = { is_adult = yes }
		scope:actor = { is_adult = yes }

		# Avoid seducing lowborn nobodies in foreign courts
		trigger_if = {
			limit = {
				scope:actor = { is_ai = yes }
			}
			NOT = {
				scope:recipient = {
					is_lowborn = yes
					is_landed = no
					NOR = {
						is_courtier_of = scope:actor
						is_foreign_court_or_pool_guest_of = scope:actor
					}
				}
			}
		}
		scope:actor = { # Some early filtering for the AI to focus it towards fruitful seductions
			trigger_if = {
				limit = {
					is_ai = yes
				}
				trigger_if = { # Deviants will seduce anyone
					limit = {
						is_deviant_trigger = yes
					}
				}
				trigger_else_if = { # It's always fine to seduce your spouse
					limit = {
						scope:recipient = { is_consort_of = scope:actor }
					}
				}
				trigger_else_if = { # If the target is a close family member, only certain AI's will seduce much older members
					limit = {
						ai_rationality <= -50
						is_close_family_of = scope:recipient
						OR = {
							has_trait = lustful
							has_trait = rakish
							is_incestuous_trigger = yes
							has_opinion_modifier = {
								modifier = childhood_crush
								target = scope:recipient
							}
						}
					}
					scope:recipient.age <= scope:actor.age_plus_25
				}
				trigger_else_if = { # Lustful/seduction-focused characters have a wider range
					limit = {
						OR = {
							has_trait = lustful
							has_trait = rakish
							has_focus = intrigue_temptation_focus
						}
					}
					OR = {
						scope:recipient.age <= scope:actor.age_plus_10
						AND = { # Seducing your vassals/liege/realm priest is good realm management, AND drama!
							has_focus = intrigue_temptation_focus
							OR = {
								scope:recipient = {
									is_vassal_of = scope:actor
								}
								AND = {
									exists = liege
									liege = scope:recipient
								}
								scope:recipient = {
									is_theocratic_lessee = yes
									is_courtier_of = scope:actor
								}
							}
						}
					}
					trigger_if = { # The AI should focus on bastard-producing seductions, it's more dramatic
						limit = {
							is_male = yes
							scope:recipient = {
								is_female = yes
							}
						}
						scope:recipient.age <= scope:recipient.marriage_female_fertility_cutoff_age_value
					}
				}
				trigger_else_if = { # Male characters with no children that are seducing women want to produce bastards
					limit = {
						is_male = yes
						scope:recipient = { is_female = yes }
						any_child = {
							count <= 1
						}
					}
					scope:recipient.age <= scope:actor.age_plus_5
					scope:recipient.age <= scope:recipient.marriage_female_fertility_cutoff_age_value
				}
				trigger_else = { # Otherwise, try to not seduce with *too* large an age gap
					scope:recipient.age <= scope:actor.age_plus_5
					scope:recipient.age >= scope:actor.age_minus_10
				}
			}
			trigger_else = {
			}
		}
	}

	is_valid_showing_failures_only = {
		scope:actor = {
			NOT = { is_at_war_with = scope:recipient }
			can_start_scheme = {
				type = seduce
				target = scope:recipient
			}
		}
		trigger_if = {
			limit = {
				scope:recipient = { exists = primary_spouse }
			}
			scope:recipient = { primary_spouse = { NOT = { has_strong_hook = scope:actor } } }
		}
		scope:recipient = {
			agot_is_available_for_anything = yes
		}
	}

	desc = scheme_interaction_tt_seduce_approved

	on_accept = {
		seduce_interaction_stress_effect = yes

		hidden_effect = {
			scope:actor = {
				send_interface_toast = {
					title = seduce_interaction_notification

					left_icon = scope:actor					
					right_icon = scope:recipient

					start_scheme = {
						type = seduce
						target = scope:recipient
					}

					show_as_tooltip = { seduce_interaction_stress_effect = yes }
				}
			}
		}
		scope:actor = {
			if = {
				limit = {
					NOT = { is_attracted_to_gender_of = scope:recipient }
				}
				custom_tooltip = scheme_interaction_tt_wrong_gender_no_lover
			}
		}
	}
	
	ai_potential = {
		is_adult = yes
		NOR = {
			has_trait = celibate
			has_trait = chaste
			any_scheme = {
				OR = {
					scheme_type = befriend
					scheme_type = sway
					scheme_type = seduce
					scheme_type = courting
					scheme_type = elope
					scheme_type = learn_language
				}
			}
			AND = {
			 	exists = primary_title
				primary_title = {
					is_mercenary_company = yes
				}
			}
			AND = { # No one cares about City barons
				is_lowborn = yes
				exists = primary_title
				primary_title.tier <= tier_barony
			}
		}
		might_cheat_on_every_partner_trigger = yes
	}
	
	auto_accept = yes
	
	ai_will_do = {
		base = 5

		modifier = {
			add = -50
			scope:actor = {
				exists = primary_spouse
				primary_spouse = { has_strong_hook = scope:actor }
			}
		}
		
		modifier = {
			add = 50
			scope:actor = {
				has_focus = intrigue_temptation_focus
			}
		}
		
		modifier = {
			add = 50
			scope:actor = {
				has_opinion_modifier = {
					modifier = childhood_crush
					target = scope:recipient
				}
			}
		}
		
		modifier = {
			add = 25
			exists = scope:actor.dynasty
			scope:actor.dynasty = {
				has_dynasty_perk = fp1_adventure_legacy_2
			}
		}
		
		modifier = { # Focus on befriending if that's the path you've chosen
			add = -50
			scope:actor = {
				has_perk = befriend_perk
			}
		}
		
		modifier = { # Non-lustful clergy tend to not seduce
			add = -25
			scope:actor = {
				is_clergy = yes
				faith = {
					NOT = { has_doctrine_parameter = clergy_can_marry }
				}
				NOR = {
					has_trait = lustful
					has_focus = intrigue_temptation_focus
				}
			}
		}
		
		modifier = { # Seducing your unmarried courtiers is good for producing bastards, which the AI will want to do if they have few heirs
			add = 10
			scope:actor = {
				any_child = {
					count <= 1
				}
			}
			scope:recipient = {
				is_married = no
				fertility > low_fertility
				OR = {
					is_courtier_of = scope:actor
					is_pool_guest_of = scope:actor
				}
			}
		}
		
		modifier = {
			add = 30
			scope:actor = {
				has_trait = lustful
			}
		}

		modifier = { # ( ͡° ͜ʖ ͡°)
			add = 50
			scope:actor = {
				is_close_or_extended_family_of = scope:recipient
				is_deviant_trigger = yes
			}
			scope:recipient = {
				OR = {
					is_deviant_trigger = yes
					has_trait = lustful
				}
			}
		}
		
		modifier = {
			add = 25
			scope:actor = {
				is_close_or_extended_family_of = scope:recipient
				is_deviant_trigger = yes
			}
			scope:recipient = {
				NOR = {
					is_deviant_trigger = yes
					has_trait = lustful
				}
			}
		}
		
		modifier = {
			add = 50
			scope:actor = {
				is_close_or_extended_family_of = scope:recipient
				faith = { has_doctrine = tenet_divine_marriage }
			}
		}
		
		modifier = { # Seducing the spouse of your rival is good drama...
			add = 25
			scope:recipient = {
				exists = primary_spouse
				primary_spouse = {
					OR = {
						has_relation_rival = scope:actor
						has_relation_nemesis = scope:actor
					}
				}
			}
		}
		
		modifier = {
			add = -20
			scope:actor = {
				NOR = {
					has_trait = lustful
					has_trait = arbitrary
					is_deviant_trigger = yes
					faith = { has_doctrine = tenet_divine_marriage }
					has_perk = subtle_desire_perk
				}
			}
			scope:recipient = {
				is_close_family_of = scope:actor
			}
		}
		
		modifier = { # Seducing someone's spouse is not a clever prospect for most characters, so lowering the attractiveness a bit
			add = -20
			scope:recipient = {
				is_married = yes
				NOT = {
					primary_spouse = scope:actor
				}
			}
			scope:actor = {
				NOR = {
					has_trait = lustful
					has_focus = intrigue_temptation_focus
				}
			}
		}
		
		modifier = { # Try to avoid agressive seduction unless you're geared for it
			add = -10
			scope:actor = {
				NOR = {
					has_trait = lustful
					has_focus = intrigue_temptation_focus
				}
			}
			scope:recipient = {
				is_lowborn = no
				NOT = { is_pool_guest_of = scope:actor }
			}
		}
		
		# Struggle
		#modifier = { # AGOT TODO Fix Code Block
		#	scope:recipient = {
		#		any_character_struggle = {
		#			involvement = involved
		#			is_struggle_type = iberian_struggle
		#			phase_has_catalyst = catalyst_became_friend_lover_with_character
		#		}
		#	}
		#	scope:actor = {
		#		any_character_struggle = {
		#			involvement = involved
		#			is_struggle_type = iberian_struggle
		#			phase_has_catalyst = catalyst_became_friend_lover_with_character
		#		}
		#	}
		#	add = {
		#		value = 0
		#		if = {
		#			limit = {
		#				scope:actor = {
		#					has_character_flag = agenda_towards_deescalation
		#					trait_compatibility = {
		#						target = scope:recipient
		#						value >= low_positive_trait_compatibility
		#					}
		#				}
		#				scope:recipient = {
		#					has_character_flag = agenda_towards_deescalation
		#				}
		#			}
		#			add = 50
		#		}
		#		else_if = {
		#			limit = {
		#				scope:actor = {
		#					has_character_flag = agenda_towards_escalation
		#				}
		#			}
		#			add = -200
		#		}
		#		else = {
		#			add = 5
		#		}
		#	}
		#}

		modifier = {
			factor = 1.25
			scope:recipient = {
				number_of_personality_traits_in_common = {
					target = scope:actor
					value >= 1
				}
			}
		}

		modifier = {
			factor = 1.5
			scope:recipient = {
				number_of_personality_traits_in_common = {
					target = scope:actor
					value >= 2
				}
			}
		}

		modifier = {
			factor = 2
			scope:recipient = {
				number_of_personality_traits_in_common = {
					target = scope:actor
					value >= 3
				}
			}
		}

		modifier = {
			factor = 1.5
			scope:recipient = {
				is_landed = yes
			}
		}

		modifier = { # Target the player less aggressively
			factor = 0.5
			scope:recipient = {
				OR = {
					is_ai = no
					any_consort = {
						is_ai = no
					}
				}
			}
		}

		modifier = {
			factor = 1.25
			scope:recipient = {
				OR = {
					has_trait = lustful
					has_trait = beauty_good
				}
			}
		}
		
		modifier = { # Try to avoid 0% success chance
			factor = {
				value = 0.1
				if = {
					limit = {
						scope:recipient = {
							opinion = {
								target = scope:actor
								value < -15
							}
						}
					}
					value = 0
				}
			}
			scope:recipient = {
				opinion = {
					target = scope:actor
					value < -5
				}
			}
		}

		modifier = { # Try to avoid 0% success chance
			factor = 0.1
			scope:recipient = {
				number_of_opposing_personality_traits = {
					target = scope:actor
					value >= 1
				}
			}
		}

		modifier = {
			factor = 0.75
			scope:recipient = {
				is_lowborn = yes
			}
		}
		
		modifier = { # Barons tend to not seduce anyone landed above them
			factor = 0.1
			scope:actor = {
				is_landed = yes
				primary_title = {
					tier = tier_barony
				}
			}
			scope:recipient = {
				OR = {
					AND = {
						is_landed = yes
						primary_title = {
							tier > tier_barony
						}
					}
					any_spouse = {
						is_landed = yes
						primary_title = {
							tier > tier_barony
						}
					}
				}
			}
		}
		
		modifier = {
			factor = 0.2
			scope:recipient = {
				is_ai = yes
				any_targeting_scheme = {
					scheme_type = seduce
				}
			}
		}
		
		modifier = { #
			factor = 0.1
			scope:recipient = {
				is_ai = yes
				has_trait = chaste
			}
		}

		
		modifier = {
			factor = 0
			scope:recipient = {
				is_ai = yes
				faith = {Not = { has_doctrine = tenet_polyamory } }
				num_of_relation_soulmate > 0
			}
		}

		modifier = {
			factor = 0.2
			scope:recipient = {
				is_ai = yes
				faith = {has_doctrine = tenet_polyamory }
				num_of_relation_soulmate > 0
			}
		}


		modifier = { # Family Feud
			add = 50
			exists = scope:actor.house
			exists = scope:recipient.primary_spouse.house
			scope:actor = {
				house.house_head = {
					any_owned_story = {
						story_type = story_cycle_house_feud
						has_variable = house_feud_house
						var:house_feud_house = scope:recipient.primary_spouse.house
					}
				}
				has_opinion_modifier = {
					modifier = house_feud_opinion
					target = scope:recipient.primary_spouse.house.house_head
				}
			}
		}
	}
}

court_interaction = {
	icon = icon_personal
	category = interaction_category_friendly

	send_name = START_SCHEME

	interface_priority = 90
	scheme = courting
	ignores_pending_interaction_block = yes

	ai_targets = {
		ai_recipients = spouses
		ai_recipients = neighboring_rulers
	}
	
	ai_targets = {
		ai_recipients = vassals
		max = 5
	}
	
	ai_targets = {
		ai_recipients = peer_vassals
		max = 5
	}

	ai_targets = {
		ai_recipients = family
		max = 5
	}
	
	ai_targets = {
		ai_recipients = realm_characters
		max = 30
	}
	
	ai_target_quick_trigger = {
		adult = yes
		attracted_to_owner = yes
		owner_attracted = yes
	}
	ai_frequency = 25

	is_shown = {
		NOT = { 
			scope:actor = scope:recipient 
			scope:recipient = {
				has_trait = ruin
			} 
		}
		scope:recipient = { is_adult = yes }
		scope:actor = { is_adult = yes }
		scope:actor = { is_attracted_to_gender_of = scope:recipient }
		scope:recipient = { is_attracted_to_gender_of = scope:actor }
		
		scope:actor = { # Some early filtering for the AI to focus it towards fruitful romance
			trigger_if = {
				limit = {
					is_ai = yes
				}
				trigger_if = { # Deviants will romance anyone
					limit = {
						is_deviant_trigger = yes
					}
				}
				trigger_else_if = { # It's always fine to romance your spouse
					limit = {
						scope:recipient = { is_consort_of = scope:actor }
					}
				}
				trigger_else_if = { # If the target is a close family member, only certain AI's will romance much older members
					limit = {
						ai_rationality <= -50
						is_close_family_of = scope:recipient
						OR = {
							has_trait = lustful
							has_trait = rakish
							is_incestuous_trigger = yes
							has_opinion_modifier = {
								modifier = childhood_crush
								target = scope:recipient
							}
						}
					}
					scope:recipient.age <= scope:actor.age_plus_25
				}
				trigger_else_if = { # Lustful/seduction-focused characters have a wider range
					limit = {
						OR = {
							has_trait = lustful
							has_trait = rakish
							has_focus = intrigue_temptation_focus
						}
					}
					OR = {
						scope:recipient.age <= scope:actor.age_plus_10
						AND = { # Romancing your vassals/liege/realm priest is good realm management, AND drama!
							has_focus = intrigue_temptation_focus
							OR = {
								scope:recipient = {
									is_vassal_of = scope:actor
								}
								AND = {
									exists = liege
									liege = scope:recipient
								}
								scope:recipient = {
									is_theocratic_lessee = yes
									is_courtier_of = scope:actor
								}
							}
						}
					}
					trigger_if = { # The AI should focus on bastard-producing romances, it's more dramatic
						limit = {
							is_male = yes
							scope:recipient = {
								is_female = yes
							}
						}
						scope:recipient.age <= scope:recipient.marriage_female_fertility_cutoff_age_value
					}
				}
				trigger_else_if = { # Male characters with no children that are romancing women want to produce children
					limit = {
						is_male = yes
						scope:recipient = { is_female = yes }
						any_child = {
							count <= 1
						}
					}
					scope:recipient.age <= scope:actor.age_plus_5
					scope:recipient.age <= scope:recipient.marriage_female_fertility_cutoff_age_value
				}
				trigger_else = { # Otherwise, try to not seduce with *too* large an age gap
					scope:recipient.age <= scope:actor.age_plus_5
					scope:recipient.age >= scope:actor.age_minus_10
				}
			}
			trigger_else = {
			}
		}
	}

	is_valid_showing_failures_only = {
		scope:actor = {
			NOT = { is_at_war_with = scope:recipient }
			can_start_scheme = {
				type = courting
				target = scope:recipient
			}
		}
		scope:recipient = {
			agot_is_available_for_anything = yes
		}
	}

	desc = scheme_interaction_tt_courtship_approved

	on_accept = {
		scope:actor = {
			# If you already have a soulmate, they get very mad
			every_relation = {
				type = soulmate
				limit = { soulmate_relation_is_exclusive_trigger = yes }

				add_opinion = {
					modifier = betrayed_our_promise
					target = scope:actor
				}
			}
		}
		hidden_effect = {
			scope:actor = {
				send_interface_toast = {
					title = court_interaction_notification

					left_icon = scope:actor					
					right_icon = scope:recipient

					start_scheme = {
						type = courting
						target = scope:recipient
					}

					show_as_tooltip = {
						# If you already have a soulmate, they get very mad
						every_relation = {
							type = soulmate
							limit = { soulmate_relation_is_exclusive_trigger = yes }

							add_opinion = {
								modifier = betrayed_our_promise
								target = scope:actor
							}
						}
					}
				}
			}
			scope:recipient = {
				if = {
					limit = {
						is_ai = no
					}
					add_character_flag = {
						flag = courting_cooldown
						years = 5
					}
				}
			}
		}
	}
	
	ai_potential = {
		is_adult = yes
		#trigger_if = { # AGOT TODO Fix Code Block
		#	limit = {
		#		NOR = {
		#			culture = {
		#				has_cultural_parameter = ai_romance_scheme_increase
		#			}
		#			AND = {
		#				has_character_flag = agenda_towards_deescalation
		#				any_character_struggle = {
		##					involvement = involved
		#					is_struggle_type = iberian_struggle
		#					phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character
		#				}
		#			}
		#		}
		#	}
		#	ai_honor >= high_positive_ai_value
		#	ai_compassion >= low_positive_ai_value
		#}
		highest_held_title_tier > tier_barony
		NOR = {
			has_trait = celibate
			has_trait = chaste
			any_scheme = {
				OR = {
					scheme_type = befriend
					scheme_type = sway
					scheme_type = seduce
					scheme_type = courting
					scheme_type = elope
					scheme_type = learn_language
				}
			}
			AND = { # No one cared about City barons
				is_lowborn = yes
				primary_title.tier <= tier_barony
			}
		}
	}
	
	auto_accept = yes
	
	ai_will_do = {
		base = 0
		
		
		
		# Struggle
		#modifier = { # AGOT TODO Fix Code Block
		#	scope:actor = {
		#		any_character_struggle = {
		#			involvement = involved
		#			is_struggle_type = iberian_struggle
		#			phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character
		#		}
		#	}
		#	scope:recipient = {
		#		any_character_struggle = {
		#			involvement = involved
		#			is_struggle_type = iberian_struggle
		#			phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character
		#		}
		#	}
		#	add = {
		#		value = 0
		#		if = {
		#			limit = {
		#				scope:actor = {
		#					has_character_flag = agenda_towards_deescalation
		#				}
		#				scope:recipient = {
		#					has_character_flag = agenda_towards_deescalation
		#				}
		#			}
		#			add = 25
		#		}
		#		else_if = {
		#			limit = {
		#				scope:actor = {
		#					has_character_flag = agenda_towards_escalation
		#				}
		#			}
		#			add = -200
		#		}
		#		else = {
		#			add = 5
		#		}
		#	}
		#}
		
		#modifier = { # Motivate AI's to use it on catalyst providers exclusively # AGOT TODO Fix Code Block
		#	add = -50
		#	scope:actor = {
		#		any_character_struggle = {
		#			involvement = involved
		#			is_struggle_type = iberian_struggle
		#			phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character
		#		}
		#	}
		#	scope:recipient = {
		#		NOT = {
		#			any_character_struggle = {
		#				involvement = involved
		#				is_struggle_type = iberian_struggle
		#				phase_has_catalyst = catalyst_became_best_friend_soulmate_with_very_important_character
		#			}
		#		}
		#	}
		#}

		opinion_modifier = {
			opinion_target = scope:recipient
			multiplier = 0.4
		}

		compatibility_modifier = {
			compatibility_target = scope:recipient
			multiplier = 1
			max = court_scheme_max_compatability_value
		}

		modifier = {
			factor = 25
			culture = {
				has_cultural_parameter = ai_romance_scheme_increase
			}
		}

		modifier = {
			factor = 25
			has_focus = martial_chivalry_focus
		}
		
		modifier = {
			add = 50
			scope:actor = {
				has_opinion_modifier = {
					modifier = childhood_crush
					target = scope:recipient
				}
			}
		}
		
		modifier = {
			add = -50
			scope:actor = {
				is_close_family_of = scope:recipient
				NOR = {
					is_deviant_trigger = yes
					has_trait = lustful
				}
			}
		}

		modifier = {
			factor = 3
			scope:recipient = {
				OR = {
					is_landed = yes
					any_spouse = {
						is_landed = yes
					}
				}
			}
		}

		modifier = {
			factor = 1.25
			scope:recipient = {
				has_trait = beauty_good
			}
		}
		
		modifier = { # Try to avoid 0% success chance
			factor = {
				value = 0.1
				if = {
					limit = {
						scope:recipient = {
							opinion = {
								target = scope:actor
								value < -20
							}
						}
					}
					value = 0
				}
			}
			scope:recipient = {
				opinion = {
					target = scope:actor
					value < 0
				}
			}
		}
		
		modifier = {
			factor = 0.2
			scope:recipient = {
				is_ai = yes
				any_targeting_scheme = {
					scheme_type = courting
				}
			}
		}
		
		modifier = {
			factor = 0.1
			scope:recipient = {
				is_ai = yes
				faith = {Not = { has_doctrine = tenet_polyamory } }
				num_of_relation_soulmate > 0
			}
		}

		modifier = {
			factor = 5
			scope:recipient = {
				is_ai = yes
				faith = {has_doctrine = tenet_polyamory }
				num_of_relation_soulmate > 0
			}
		}

		modifier = {
			factor = 0.1
			scope:recipient = {
				is_lowborn = yes
				is_married = no
			}
		}
	}
}

sway_interaction = {
	icon = icon_personal
	category = interaction_category_friendly
	common_interaction = yes

	send_name = START_SCHEME

	interface_priority = 120
	scheme = sway
	ignores_pending_interaction_block = yes

	ai_targets = {
		ai_recipients = liege
		ai_recipients = neighboring_rulers
	}
	ai_targets = {
		ai_recipients = vassals
		ai_recipients = peer_vassals
		chance = 0.25
	}
	ai_targets = {
		ai_recipients = councillors
	}
	ai_frequency = 12

	is_shown = {
		NOT = { 
			scope:actor = scope:recipient 
			scope:recipient = {
				has_trait = ruin
			} 
		}
	}

	is_valid_showing_failures_only = {
		scope:actor = {
			can_start_scheme = {
				type = sway
				target = scope:recipient
			}
		}
		scope:recipient = {
			agot_is_available_for_anything = yes
		}
	}

	desc = scheme_interaction_tt_sway_approved

	on_accept = {
		hidden_effect = {
			scope:actor = {
				send_interface_toast = {
					title = sway_interaction_notification

					left_icon = scope:actor					
					right_icon = scope:recipient

					start_scheme = {
						type = sway
						target = scope:recipient
					}
				}
			}
		}
	}
	
	ai_potential = {
		primary_title.tier >= tier_county
		NOR = {
			any_scheme = {
				OR = {
					scheme_type = befriend
					scheme_type = sway
					scheme_type = seduce
					scheme_type = courting
					scheme_type = elope
					scheme_type = learn_language
				}
			}
			primary_title = {
				is_mercenary_company = yes
			}
		}
	}
	
	auto_accept = yes
	
	ai_will_do = {
		base = 10
		
		modifier = { # Prefer seducing if you've got the focus for it
			add = -20
			scope:actor = {
				has_focus = intrigue_temptation_focus
			}
		}

		modifier = {
			add = 10
			scope:recipient = {
				is_vassal_of = scope:actor
			}
		}

		modifier = { # Try to sway those who you might want to vassalize
			add = 30
			scope:actor = {
				agot_is_independent_ruler = yes
				primary_title.tier >= tier_county
				NOT = {
					any_targeting_faction = {
						exists = yes
						OR = {
							faction_is_type = liberty_faction
							faction_is_type = claimant_faction
							faction_is_type = independence_faction
						}
					}
				}
			}
			scope:recipient = {
				agot_is_independent_ruler = yes
				is_landed = yes
				primary_title.tier < scope:actor.primary_title.tier
				OR = {
					faith.religion = scope:actor.faith.religion
					AND = {
						faith = {
							has_doctrine = doctrine_pluralism_pluralistic
						}
						scope:actor.faith = {
							has_doctrine = doctrine_pluralism_pluralistic
						}
					}
				}
			}
		}

		modifier = {
			add = 10
			scope:recipient = {
				exists = joined_faction
				joined_faction = {
					faction_target = scope:actor
					faction_is_type = liberty_faction
					faction_is_at_war = no
				}
			}
		}

		modifier = {
			add = 20
			scope:recipient = {
				exists = joined_faction
				joined_faction = {
					faction_target = scope:actor
					faction_is_type = claimant_faction
					faction_is_at_war = no
				}
			}
		}

		modifier = {
			add = 30
			scope:recipient = {
				exists = joined_faction
				joined_faction = {
					faction_target = scope:actor
					faction_is_type = independence_faction
					faction_is_at_war = no
				}
			}
		}

		modifier = {
			factor = 2
			scope:recipient = { 
				is_a_faction_leader = yes 
				is_vassal_of = scope:actor
			}
		}

		modifier = {
			factor = 3
			scope:recipient = {
				is_vassal_of = scope:actor
				opinion = {
					target = scope:actor
					value < 0
				}
			}
		}

		modifier = {
			factor = 4
			scope:recipient = {
				is_powerful_vassal_of = scope:actor
				opinion = {
					target = scope:actor
					value < 0
				}
			}
		}

		modifier = {
			factor = 0.5
			NOT = { scope:recipient.faith = scope:actor.faith }
		}

		modifier = {
			factor = 0.25
			scope:actor = {
				is_ruler = yes
				tier_difference = {
					target = scope:recipient
					value > 2
				}
			}
			scope:recipient = {
				is_theocratic_lessee = no
			}
		}
		modifier = {
			factor = 0.5
			scope:actor = {
				has_personality_malicious_trigger = yes
			}
		}
		modifier = {
			factor = 2
			scope:actor = {
				OR = {
					has_trait = gregarious
					has_trait = diplomat
					has_trait = family_first
					has_trait = august
				}
			}
		}
		modifier = {
			factor = 0.75
			scope:recipient = {
				is_child_of = scope:actor
			}
		}
		modifier = {
			factor = 2
			scope:actor = {
				is_child_of = scope:recipient
			}
		}
		modifier = {
			factor = 0.25
			scope:recipient = {
				any_claim = {
					this = scope:actor.primary_title
				}
			}
		}
		modifier = { # Butter up the realm priest
			factor = 10
			scope:recipient = {
				is_theocratic_lessee = yes
				opinion = {
					target = scope:actor
					value <= 50
				}
			}
		}

		modifier = { # No point in swaying if opinion is already at 100
			factor = 0
			scope:recipient = {
				opinion = {
					target = scope:actor
					value >= 100
				}
			}
		}

		modifier = { # If they are unlanded, they have to be a realm priest or spymaster
			factor = 0
			scope:recipient = {
				is_ruler = no
				NOR = {
					is_theocratic_lessee = yes
					has_council_position = councillor_spymaster
				}
			}
		}
		
		modifier = { # Ignore rivals unless forgiving
			factor = 0
			scope:actor = {
				has_relation_rival = scope:recipient
				NOT = { has_trait = forgiving }
			}
		}
		
		modifier = { # Ignore non-councillor barons
			factor = 0
			scope:recipient = {
				primary_title.tier = tier_barony
				is_councillor = no
			}
		}
		
		modifier = { # Ignore neighboring Kings+
			factor = 0
			scope:recipient = {
				agot_is_independent_ruler = yes
				is_landed = yes
				primary_title.tier >= tier_kingdom
			}
		}
	}
}

learn_language_interaction = {
	icon = icon_culture
	category = interaction_category_friendly
	common_interaction = yes

	send_name = START_SCHEME

	interface_priority = 48
	scheme = learn_language
	ignores_pending_interaction_block = yes

	ai_targets = {
		ai_recipients = liege
		ai_recipients = head_of_faith
		ai_recipients = spouses
		ai_recipients = scripted_relations
	}
	ai_targets = {
		ai_recipients = vassals
		ai_recipients = peer_vassals
		max = 10
	}
	ai_targets = {
		ai_recipients = neighboring_rulers
		max = 5
	}
	ai_frequency = 48

	is_shown = {
		scope:actor = {
			NOT = {
				culture = {
					has_same_culture_language = scope:recipient.culture
				}
			}
		}
		NOT = { 
			scope:actor = scope:recipient 
			scope:recipient = {
				has_trait = ruin
			} 
		}
	}

	is_valid_showing_failures_only = {
		scope:actor = {
			can_start_scheme = {
				type = learn_language
				target = scope:recipient
			}
		}
	}

	desc = scheme_interaction_tt_learn_language_approved

	on_accept = {
		hidden_effect = {
			scope:actor = {
				send_interface_toast = {
					title = learn_language_interaction_notification

					left_icon = scope:actor					
					right_icon = scope:recipient

					start_scheme = {
						type = learn_language
						target = scope:recipient
					}
				}
			}
		}
	}
	
	ai_potential = {
		primary_title.tier >= tier_county
		NOR = {
			has_trait = lazy
			has_trait = paranoid
			any_scheme = {
				OR = {
					scheme_type = befriend
					scheme_type = sway
					scheme_type = seduce
					scheme_type = courting
					scheme_type = elope
					scheme_type = learn_language
				}
			}
			primary_title = {
				is_mercenary_company = yes
			}
		}
	}
	
	auto_accept = yes
	
	ai_will_do = {
		base = 0

		# Struggle
		modifier = {
			scope:recipient = {
				any_character_struggle = {
					involvement = involved
					phase_has_catalyst = catalyst_learned_new_language_important
				}
			}
			scope:actor = {
				any_character_struggle = {
					involvement = involved
					phase_has_catalyst = catalyst_learned_new_language_important
				}
			}
			add = {
				value = 0
				if = {
					limit = {
						scope:actor = {
							has_character_flag = agenda_towards_deescalation
						}
					}
					add = 100
				}
				else_if = {
					limit = {
						scope:actor = {
							has_character_flag = agenda_towards_escalation
						}
					}
					add = -50
				}
			}
		}
		
		modifier = { # Focus on befriending if that's the path you've chosen
			add = -50
			scope:actor = {
				has_perk = befriend_perk
			}
		}
		
		modifier = { # Prefer seducing if you've got the focus for it
			add = -20
			scope:actor = {
				has_focus = intrigue_temptation_focus
			}
		}
		
		modifier = {
			add = 50
			scope:actor = {
				has_perk = open_minded_perk
			}
		}
		
		modifier = {
			add = 50
			scope:actor = {
				culture = {
					has_cultural_parameter = rulers_want_to_learn_languages_of_coreligionists
				}
			}
			scope:actor.religion = scope:recipient.religion
		}
		
		modifier = {
			add = 25
			scope:actor = {
				has_trait = curious
			}
		}
		
		modifier = {
			add = 50
			scope:actor = {
				is_adult = no
			}
		}
		
		modifier = {
			add = 25
			scope:recipient = {
				has_relation_friend = scope:actor
			}
		}
		
		modifier = {
			add = 25
			scope:recipient = {
				has_relation_lover = scope:actor
			}
		}
		
		modifier = {
			add = 10
			scope:recipient = {
				has_relation_potential_friend = scope:actor
			}
		}
		
		modifier = {
			add = 5
			scope:recipient = {
				is_close_family_of = scope:actor
				is_ruler = yes
			}
		}
		
		#modifier = { # Muslims want to learn arabic # AGOT Disabled
		#	add = 25
		#	scope:actor = {
		#		faith.religion = religion:islam_religion
		#		NOT = {
		#			knows_language = language_arabic
		#		}
		#	}
		#	scope:recipient = {
		#		culture = {
		#			has_cultural_pillar = language_arabic
		#		}
		#	}
		#}
		
		#modifier = { # Catholic clergy/pious people want to learn latin # AGOT Disabled
		#	add = 50
		#	scope:actor = {
		#		faith = faith:catholic
		#		OR = {
		#			has_trait = zealous
		#			has_trait = humble
		#			is_clergy = yes
		#		}
		#		NOT = {
		#			knows_language = language_latin
		#		}
		#	}
		#	scope:recipient = {
		#		culture = {
		#			has_cultural_pillar = language_latin
		#		}
		#	}
		#}
		
		#modifier = { # Catholic clergy/pious people want to learn Italian # AGOT Disabled
		#	add = 50
		#	scope:actor = {
		#		faith = faith:catholic
		#		OR = {
		#			has_trait = zealous
		#			has_trait = humble
		#			is_clergy = yes
		#		}
		#		NOT = {
		#			knows_language = language_italian
		#		}
		#	}
		#	scope:recipient = {
		#		culture = {
		#			has_cultural_pillar = language_italian
		#		}
		#	}
		#}
		
		modifier = { # Clergy/pious people want to learn their HoF's language
			add = 50
			scope:actor = {
				exists = faith.religious_head
				OR = {
					has_trait = zealous
					is_clergy = yes
				}
				NOT = { knows_language_of_culture = scope:actor.faith.religious_head.culture }
			}
			scope:recipient = { knows_language_of_culture = scope:actor.faith.religious_head.culture }
		}
		
		#modifier = { # Coptic/Orthodox clergy/pious people want to learn greek # AGOT Disabled
		#	add = 50
		#	scope:actor = {
		#		OR = {
		#			faith = faith:orthodox
		#			faith = faith:coptic
		#		}
		#		OR = {
		#			has_trait = zealous
		#			has_trait = humble
		#			is_clergy = yes
		#		}
		#		NOT = {
		#			knows_language = language_greek
		#		}
		#	}
		#	scope:recipient = {
		#		culture = {
		#			has_cultural_pillar = language_greek
		#		}
		#	}
		#}
		
		#modifier = { # Nestorian clergy/pious people want to learn aramaic # AGOT Disabled
		#	add = 50
		#	scope:actor = {
		#		faith = faith:nestorian
		#		OR = {
		#			has_trait = zealous
		#			has_trait = humble
		#			is_clergy = yes
		#		}
		#		NOT = {
		#			knows_language = language_aramaic
		#		}
		#	}
		#	scope:recipient = {
		#		culture = {
		#			has_cultural_pillar = language_aramaic
		#		}
		#	}
		#}
		
		modifier = {
			add = 20
			scope:actor = {
				has_focus = diplomacy_foreign_affairs_focus
				any_neighboring_realm_same_rank_owner = {
					this = scope:recipient
				}
			}
		}
		
		modifier = {
			add = 20
			scope:actor = {
				OR = {
					has_focus = learning_scholarship_focus
					has_focus = stewardship_duty_focus
				}
			}
			scope:recipient = {
				is_vassal_of = scope:actor
			}
		}
		
		modifier = {
			add = 10
			exists = scope:actor.capital_county
			scope:recipient.culture = {
				has_same_culture_language = scope:actor.capital_county.culture
			}
		}
		
		modifier = {
			add = 100
			scope:actor.culture = {
				has_cultural_tradition = tradition_loyal_soldiers
			}
			agot_is_independent_ruler = no
			scope:actor = {
				liege = scope:recipient
			}
		}
		
		modifier = {
			factor = 2
			scope:recipient = {
				is_powerful_vassal_of = scope:actor
			}
		}
		
		modifier = {
			factor = 2
			scope:actor = {
				learning >= 12
			}
		}
		
		modifier = {
			factor = 0.5
			scope:actor = {
				learning <= 6
			}
		}
		
		modifier = {
			factor = 0
			
			scope:actor.num_of_known_languages >= 5
			scope:actor = {
				NOR = {
					has_perk = pedagogy_perk
					has_trait = intellect_good_2
					has_trait = intellect_good_3
					age < 25
				}
			}
		}
		
		modifier = {
			factor = 0
			
			scope:actor.num_of_known_languages >= language_soft_cap
		}
	}
}
