﻿#1.纵横捭阖
diplomacy_master_scripted_effect = {
	add_trait = ambitious
	add_trait = shrewd
	stress_impact = {
		content = medium_stress_impact_gain
		shy = medium_stress_impact_gain
		ambitious = medium_stress_impact_loss
		gregarious = minor_stress_impact_loss
		trusting = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_diplomacy_master_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_diplomacy_master_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#2.圣明君王
wise_monarch_scripted_effect = {
	add_trait = diligent
	add_trait = shrewd
	stress_impact = {
		content = medium_stress_impact_gain
		lazy = medium_stress_impact_gain
		diligent = medium_stress_impact_loss
		ambitious = minor_stress_impact_loss
		just = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_wise_monarch_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_wise_monarch_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#3.战争艺术家
war_artist_scripted_effect = {
	add_trait = ambitious
	stress_impact = {
		content = medium_stress_impact_gain
		ambitious = medium_stress_impact_loss
		brave = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_war_artist_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_war_artist_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#4.传奇勇士
legendary_warrior_scripted_effect = {
	add_trait = brave
	stress_impact = {
		content = medium_stress_impact_gain
		brave = medium_stress_impact_loss
		ambitious = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_legendary_warrior_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_legendary_warrior_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#5.盛世缔造者
creator_of_golden_age_scripted_effect = {
	add_trait = diligent
	stress_impact = {
		content = medium_stress_impact_gain
		lazy = medium_stress_impact_gain
		greedy = minor_stress_impact_gain
		diligent = medium_stress_impact_loss
		ambitious = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_creator_of_golden_age_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_creator_of_golden_age_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#6.传奇谋略家
legendary_tactician_scripted_effect = {
	add_trait = ambitious
	add_trait = shrewd
	stress_impact = {
		content = medium_stress_impact_gain
		ambitious = medium_stress_impact_loss
		arrogant = minor_stress_impact_loss
		deceitful = minor_stress_impact_loss
		cynical = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_legendary_tactician_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_legendary_tactician_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#7.无边恐怖
boundless_terror_scripted_effect = {
	add_trait = sadistic
	stress_impact = {
		content = medium_stress_impact_gain
		just = major_stress_impact_gain
		sadistic = major_stress_impact_loss
		callous = minor_stress_impact_loss
		ambitious = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
		arbitrary = minor_stress_impact_loss
		cynical = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_boundless_terror_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_boundless_terror_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#8.资深学究
great_scholar_scripted_effect = {
	add_trait = patient
	add_trait = shrewd
	stress_impact = {
		content = minor_stress_impact_gain
		ambitious = minor_stress_impact_loss
		patient = medium_stress_impact_loss
		calm = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_great_scholar_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_great_scholar_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#9.深渊观测者
abyss_observer_scripted_effect = {
	add_trait = shrewd
	stress_impact = {
		content = medium_stress_impact_gain
		zealous = major_stress_impact_gain
		craven = major_stress_impact_gain
		calm = minor_stress_impact_gain
		ambitious = minor_stress_impact_loss
		brave = minor_stress_impact_loss
		cynical = minor_stress_impact_gain
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_abyss_observer_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_abyss_observer_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#10.养生大师
health_preservation_master_scripted_effect = {
	add_trait = calm
	stress_impact = {
		patient = minor_stress_impact_loss
		calm = minor_stress_impact_loss
		content = medium_stress_impact_loss
		greedy = medium_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_health_preservation_master_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_health_preservation_master_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#11.神圣仲裁者
holy_arbiter_scripted_effect = {
	add_trait = zealous
	stress_impact = {
		content = medium_stress_impact_gain
		humble = medium_stress_impact_gain
		cynical = medium_stress_impact_gain
		zealous = medium_stress_impact_loss
		ambitious = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_holy_arbiter_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_holy_arbiter_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#12.少年英雄
youth_legend_scripted_effect = {
	add_trait = ambitious
	stress_impact = {
		content = medium_stress_impact_gain
		humble = medium_stress_impact_gain
		ambitious = medium_stress_impact_loss
		brave = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_youth_legend_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_youth_legend_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#13.光芒四射
shining_ruler_scripted_effect = {
	add_trait = ambitious
	stress_impact = {
		content = medium_stress_impact_gain
		humble = medium_stress_impact_gain
		ambitious = medium_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_shining_ruler_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_shining_ruler_modifier
			years = GA_value_cooldown
			}
		}
	}
}

###
#14.圣地守护者
guardian_of_holy_site_scripted_effect = {
	add_trait = zealous
	stress_impact = {
		content = medium_stress_impact_gain
		cynical = medium_stress_impact_gain
		zealous = medium_stress_impact_loss
		brave = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 500
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_guardian_of_holy_site_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_guardian_of_holy_site_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#15.上帝之鞭
scourge_of_god_scripted_effect = {
	add_trait = ambitious
	add_dread = 20
	stress_impact = {
		content = medium_stress_impact_gain
		compassionate = medium_stress_impact_gain
		humble = minor_stress_impact_gain
		ambitious = medium_stress_impact_loss
		arrogant = minor_stress_impact_loss
		brave = minor_stress_impact_loss
		callous = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 800
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_scourge_of_god_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_scourge_of_god_modifier
			years = GA_value_cooldown
			}
		}
	}
}


#16.新罗马缔造者
founder_of_new_rome_scripted_effect = {
	add_trait = ambitious
	add_trait = augustus
	stress_impact = {
		content = medium_stress_impact_gain
		humble = minor_stress_impact_gain
		ambitious = medium_stress_impact_loss
		arrogant = minor_stress_impact_loss
		cynical = minor_stress_impact_loss
	}
   dynasty = {
		add_dynasty_prestige = 1000
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_founder_of_new_rome_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
			add_house_modifier = {
				modifier = GA_founder_of_new_rome_modifier
				years = GA_value_cooldown
			}
		}
	}
	#new rome
	hidden_effect = {
		every_held_title = { #Should shift all dejure of all Empires owned at the time.
			limit = {
				tier = tier_empire
			}
			every_in_de_jure_hierarchy = {
				limit = {
					tier = tier_kingdom
				}
				set_de_jure_liege_title = title:e_new_roman_empire
			}
		}
		every_held_title = { #Completely Controlled Kingdoms as well.
			limit = {
				tier = tier_kingdom
				root = { completely_controls = prev }
			}
			set_de_jure_liege_title = title:e_new_roman_empire
		}
	}

	create_title_and_vassal_change = {
		type = created
		save_scope_as = change
		add_claim_on_loss = no
	}
	title:e_new_roman_empire = {
		change_title_holder = {
			holder = root
			change = scope:change
		}
	}
	resolve_title_and_vassal_change = scope:change
	hidden_effect = { set_primary_title_to = title:e_new_roman_empire }
	if = {
		limit = {
			NOT = { has_realm_law = single_heir_succession_law }
		}
		add_realm_law_skip_effects = single_heir_succession_law
	}
    #opinion
	if = {
		limit = { exists = title:e_byzantium.holder }
		title:e_byzantium.holder = {
			add_prestige = major_prestige_loss	
				stress_impact = {
				base = major_stress_impact_gain
			}			
			add_opinion = {
				target = root
				modifier = pretender_opinion
			}
		}
	}
	if = {
		limit = { exists = title:e_hre.holder }
		title:e_hre.holder = {
			add_prestige = major_prestige_loss	
				stress_impact = {
				base = major_stress_impact_gain
			}			
			add_opinion = {
				target = root
				modifier = pretender_opinion
			}
		}
	}
}

#17.文兰传奇
legend_of_vinland_scripted_effect = {
	add_trait = brave
	add_trait = adventurer	
	stress_impact = {
		craven = medium_stress_impact_gain
		content = medium_stress_impact_gain
		brave = medium_stress_impact_loss
		ambitious = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
	dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_legend_of_vinland_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_legend_of_vinland_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#18.新亚特兰蒂斯
founder_of_new_atlantis_scripted_effect = {
	add_trait = diligent
	stress_impact = {
		content = medium_stress_impact_gain
		lazy = medium_stress_impact_gain
		greedy = medium_stress_impact_gain
		diligent = medium_stress_impact_loss
		ambitious = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 500
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_founder_of_new_atlantis_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_founder_of_new_atlantis_modifier
			years = GA_value_cooldown
			}
		}
	}
	#king
	title:d_canarias = { set_de_jure_liege_title = title:k_atlantis }
	create_title_and_vassal_change = {
		type = created
		save_scope_as = title_change
	}
	title:k_atlantis = {
		change_title_holder = {
			holder = scope:founder
			change = scope:title_change
		}
	}
	resolve_title_and_vassal_change = scope:title_change
	hidden_effect = {
		if = {
			limit = { exists = title:k_canarias }
			destroy_title = title:k_canarias
		}
	}
	# Buff
	title:c_canarias = {
		add_county_modifier = {
			modifier = GA_county_new_atlantis_modifier
		}
		change_development_level = minor_development_level_gain
		title_province = {
			add_province_modifier = extra_building_slot
		}
	}
	culture = {
		add_random_innovation = culture_group_civic
	}
	# Make it your capital if it wasn't already.
	if = {
		limit = {
			NOT = { capital_county = title:c_canarias }
		}
		set_realm_capital = title:c_canarias
	}
}


#19.光明使者
emissary_of_light_scripted_effect = {
	add_trait = zealous	
	stress_impact = {
		content = medium_stress_impact_gain
		cynical = medium_stress_impact_gain
		zealous = medium_stress_impact_loss
		ambitious = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
	dynasty = {
		add_dynasty_prestige = 500
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_emissary_of_light_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_emissary_of_light_modifier
			years = GA_value_cooldown
			}
		}
	}
}


#20.祭司王约翰
prester_john_scripted_effect = {
	add_trait = zealous
	stress_impact = {
		content = medium_stress_impact_gain
		cynical = medium_stress_impact_gain
		zealous = medium_stress_impact_loss
		ambitious = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
	dynasty = {
		add_dynasty_prestige = 500
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_prester_john_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_prester_john_modifier
			years = GA_value_cooldown
			}
		}
	}
	#faith
	root.faith = {
		if = { #If from obscure branch of Christianity, make it official.
			limit = {
				root.faith = { NOT = { has_doctrine = special_doctrine_ecumenical_christian } }
			}
			add_doctrine = special_doctrine_ecumenical_christian
		}
		change_fervor = {
			value = 25
			desc = fervor_gain_prester_john
		}
	}
}

#21.地中海之主
master_of_mediterranean_scripted_effect = {
	add_trait = ambitious	
	stress_impact = {
		content = medium_stress_impact_gain
		ambitious = medium_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
	dynasty = {
		add_dynasty_prestige = 500
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_master_of_mediterranean_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_master_of_mediterranean_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#22.西苏精神的胜利
victory_of_sisu_spirit_scripted_effect = {
	add_trait = zealous	
	stress_impact = {
		content = medium_stress_impact_gain
		zealous = medium_stress_impact_loss
		brave = minor_stress_impact_loss
		ambitious = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
	dynasty = {
		add_dynasty_prestige = 800
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_victory_of_sisu_spirit_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_victory_of_sisu_spirit_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#23.古莱什之鹰
eagle_of_quraish_scripted_effect = {
	add_trait = ambitious	
	stress_impact = {
		content = medium_stress_impact_gain
		ambitious = medium_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
	dynasty = {
		add_dynasty_prestige = 500
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_eagle_of_quraish_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_eagle_of_quraish_modifier
			years = GA_value_cooldown
			}
		}
	}
}

###

#27.致命美貌
fatal_beauty_scripted_effect = {
	add_trait = deceitful
	add_trait = shrewd
	stress_impact = {
		content = medium_stress_impact_gain
		deceitful = medium_stress_impact_loss
		ambitious = minor_stress_impact_loss
		lustful = minor_stress_impact_loss
		gregarious = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
		cynical = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_fatal_beauty_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_fatal_beauty_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#28.圣战家族
faith_warrior_scripted_effect = {
	add_trait = zealous
	stress_impact = {
		content = medium_stress_impact_gain
		cynical = medium_stress_impact_gain
		zealous = minor_stress_impact_loss
		ambitious = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 300
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_faith_warrior_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_faith_warrior_modifier
			years = GA_value_cooldown
			}
		}
	}
}

#29.海盗血脉
seaking_bloodline_scripted_effect = {
	add_trait = ambitious
	stress_impact = {
		content = medium_stress_impact_gain
		ambitious = minor_stress_impact_loss
		greedy = minor_stress_impact_loss
		arrogant = minor_stress_impact_loss
	}
    dynasty = {
		add_dynasty_prestige = 500
	}
	if = {
		limit = { has_game_rule = GA_rule_time_permanent }
		house = { add_house_modifier = { modifier = GA_seaking_bloodline_modifier } }
	}
	if = {
		limit = { NOT = { has_game_rule = GA_rule_time_permanent } }
		house = {
		add_house_modifier = {
			modifier = GA_seaking_bloodline_modifier
			years = GA_value_cooldown
			}
		}
	}
	create_title_and_vassal_change = {
		type = created
		save_scope_as = title_change
	}
	title:k_pirate_kingdom = {
		change_title_holder = {
			holder = scope:founder
			change = scope:title_change
		}
	}
	resolve_title_and_vassal_change = scope:title_change
    #buff
	capital_county = {
		add_county_modifier = {
			modifier = fp1_mann_pirate_capital_modifier
			years = 30
		}
	}
	# And convert it to your culture if it wasn't some flavour of North Germanic.
	if = {
		limit = {
			NOR = {
				capital_county.culture = {
					has_cultural_pillar = heritage_north_germanic
				}
				capital_county.culture = culture:norman
			}
		}
		capital_county = { set_county_culture = scope:founder.culture }
	}

	every_vassal = {
		limit = {
			OR = {
				has_trait = viking
				has_trait = adventurer
				has_trait = berserker
				has_trait = reaver
				has_trait = brave
				has_trait = greedy
				has_trait = ambitious
				has_trait = cynical
				has_trait = callous
				has_trait = rowdy
			}
		}
		add_opinion = {
			modifier = GA_pirate_King_opinion
			target = root
		}
	}
}