﻿#Events for Nordic Honor

# nh.0xxx  .... Last Duel (messy)
# nh.100x  .... v1.0 Events
# nh.101x  .... v1.1 Events
# nh.9xxx  .... v1.1 Notification Events

namespace = nh

#Ruler picking his opponent for last duel
nh.0001 = {
	type = character_event
	title = {
		desc = nh.0001.t
	}

	desc = nh.0001.reason.desc
	theme = battle

	right_portrait = {
		character = scope:actor
 		animation = aggressive_axe
	}

	lower_right_portrait = scope:player_heir_option			# grown up player heir is always expected to fight
	lower_center_portrait = scope:player_rival_option
	lower_left_portrait = scope:player_vassal_option

	immediate = {

		root = {
			save_scope_as = actor
		}

		root.player_heir = {
			save_scope_as = player_heir_option
		}

		# player_vassal_option (either Vassal or a honorable knight)
		random_vassal = {
			limit = {
					OR = {
						prowess > 20
						has_trait = brave
						has_trait = gallant
					}
					AND = {
						NOR = {
							has_trait = craven
							has_trait = cynical
						}
						OR = {
							is_male = yes
							AND = {
								is_female = yes
								has_trait = shieldmaiden
								NOT = {
									has_trait = pregnant
								}
							}
						}
					}
				}

			save_scope_as = player_vassal_option
		}

		if = {
			limit = { not = { exists = scope:player_vassal_option } }
			random_knight = {
				limit = {
					OR = {
						prowess > 20
						has_trait = brave
						has_trait = gallant
					}
					AND = {
						NOR = {
							has_trait = craven
							has_trait = cynical
						}
						OR = {
							is_male = yes
							AND = {
								is_female = yes
								has_trait = shieldmaiden
								NOT = {
									has_trait = pregnant
								}
							}
						}
					}
				}
			save_scope_as = player_vassal_option
			}
		}

		# player rival option
		random_relation = {
				type = rival
				limit = {
					NOR = {
						has_trait = craven
					}
				}
			save_scope_as = player_rival_option
		}
	}

	option = {
		name = nh.0001.option.nevermind.desc
		custom_tooltip = nh.0001.option.nevermind_tooltip.desc

		ai_chance = {base = 5}
	}

	# duel heir
	option = {
		trigger = {
			root.player_heir = {
				age >= 18
			}
		}

		name = nh.0001.option.duel_player_heir.desc
		custom_tooltip = nh.0001.option.duel_player_heir_tooltip.desc

		ai_chance = {base = 75}


		hidden_effect = {
			scope:player_heir_option = { save_scope_as = champion }
		}

		single_combat_apply_default_shirtlessness_effect = {
			ATTACKER = scope:actor
			DEFENDER = scope:champion
		}

		configure_start_single_combat_effect = {
				SC_INITIATOR = scope:actor
				SC_ATTACKER = scope:actor
				SC_DEFENDER = scope:champion
				FATALITY = always
				FIXED = no
				LOCALE = terrain_scope
				OUTPUT_EVENT = nh.0011
				INVALIDATION_EVENT = nh.0021
		}
	}

	# duel rival
	option = {
		trigger = {
			exists = scope:player_rival_option
		}
		name = nh.0001.option.duel_player_rival.desc
		custom_tooltip = nh.0001.option.duel_player_rival_tooltip.desc


		ai_chance = {base = 15}

		hidden_effect = {
			scope:player_rival_option = { save_scope_as = champion }
		}

		single_combat_apply_default_shirtlessness_effect = {
			ATTACKER = scope:actor
			DEFENDER = scope:champion
		}

		configure_start_single_combat_effect = {
				SC_INITIATOR = scope:actor
				SC_ATTACKER = scope:actor
				SC_DEFENDER = scope:champion
				FATALITY = always
				FIXED = no
				LOCALE = terrain_scope
				OUTPUT_EVENT = nh.0011
				INVALIDATION_EVENT = nh.0021
		}

	}

	# duel vassal/knight
	option = {
		trigger = {
			exists = scope:player_vassal_option
		}

		ai_chance = {base = 5}

		name = nh.0001.option.player_vassal_option.desc
		custom_tooltip = nh.0001.option.player_vassal_option_tooltip.desc

		hidden_effect = {
			scope:player_vassal_option = { save_scope_as = champion }
		}

		single_combat_apply_default_shirtlessness_effect = {
			ATTACKER = scope:actor
			DEFENDER = scope:champion
		}

		configure_start_single_combat_effect = {
				SC_INITIATOR = scope:actor
				SC_ATTACKER = scope:actor
				SC_DEFENDER = scope:champion
				FATALITY = always
				FIXED = no
				LOCALE = terrain_scope
				OUTPUT_EVENT = nh.0011
				INVALIDATION_EVENT = nh.0021
		}
	}

}

# Duel has ended, inform affected parties.
nh.0011 = {
	hidden = yes
	immediate = {
		# If any clothes were stripped, put 'em back on.
		single_combat_clean_shirtlessness_effect = {
			ATTACKER = scope:actor
			DEFENDER = scope:champion
		}

		# Did scope:actor win?
		if = {
			limit = { scope:sc_victor = scope:actor }

			# And send out the ending events.
			scope:actor = {
				trigger_event = {
					id = nh.0041
					days = 1
				}
			}
			# other died --> no event for other
		}

		# Or was it the other
		else_if = {
			limit = { scope:sc_victor = scope:champion }

			# Send out the ending events.

			# actor died --> no event for actor

			scope:champion = {
				trigger_event = {
					id = nh.0111
					days = 3
				}
			}
		}
	}
}

# Duel has invalidated, inform affected parties.
nh.0021 = {
	hidden = yes
	immediate = {
		# Put your shirts back on.
		single_combat_clean_shirtlessness_effect = {
			ATTACKER = scope:actor
			DEFENDER = scope:champion
		}
		# Inform both parties that the duel has invalidated.
		scope:actor = {
			send_interface_toast = {
				title = nh.0021.trigger_failure.actor
				left_icon = scope:champion
			}
		}
		scope:champion = {
			send_interface_toast = {
				title = nh.0021.trigger_failure.recipient
				left_icon = scope:actor
			}
		}
	}
}

# Scope:actor has won the duel.
nh.0041 = {
	type = character_event
	title = nh.0041.t

	desc = {
		desc = nh.0041.desc.intro
		# Scope:champion died in the fighting
		triggered_desc = {
			trigger = {
				scope:champion = { is_alive = no }
			}
			desc = nh.0041.desc.opponent_died
		}
		desc = nh.0041.desc.outro
	}

	theme = prison
	left_portrait = {
		character = scope:actor
		animation = personality_bold
	}
	right_portrait = {
		character = scope:champion
		animation = shock
	}
	override_background = { reference = throne_room }

	trigger = {
		# Juuuust need to double-check that they're actually alive.
		is_alive = yes
	}

	# The bout closes.
	option = {
		name = nh.0041.a

		hidden_effect = {
			add_character_modifier = {
				modifier = nh_odins_blessing_modifier
				years = 1
			}
			scope:actor = {
				remove_trait = kinslayer_3
			}
		}

		# No stress for single-option events.
		ai_chance = {
			# AI will always choose single option.
			base = 100
		}
	}
}

# Scope:champion has won the duel.
nh.0111 = {
	type = character_event
	title = nh.0111.t
	desc = {
		desc = nh.0111.desc.intro
		# Scope:actor died in the fighting; we don't account for
		triggered_desc = {
			trigger = {
				scope:actor = { is_alive = no }
			}
			desc = nh.0111.desc.opponent_died.recipient_fighting
		}

		desc = nh.0111.desc.outro
	}
	theme = battle
	left_portrait = {
		character = scope:champion
		animation = personality_bold
	}
	right_portrait = {
		character = scope:actor
		animation = shock
	}
	override_background = { reference = throne_room }

	trigger = {
		# Juuuust need to double-check that they're actually alive.
		is_alive = yes
	}

	# event closes.
	option = {
		name = nh.0111.a
		if = {
			limit = { scope:champion = scope:player_heir_option }
			scope:champion = {
				remove_trait = kinslayer_3
				add_trait = einherjar }
		}

		# further bonuses
		if = {
			limit = { has_trait = craven }
			remove_trait = craven
			add_trait = brave
		}


		if = {
			limit = { has_trait = cynical }
			remove_trait = cynical
			add_trait = zealous
		}
		

		dynasty = {
			add_dynasty_prestige = 50
		}

		hidden_effect = {
			add_character_modifier = {
				modifier = nh_odins_blessing_modifier
				years = 100
			}
		}

		ai_chance = {base = 100}
	}
}

############################################ v1.0 ##################################################

# joromaborg event
nh.1001 ={
	type = character_event
	title = nh.1001.t
	desc = nh.1001.desc
	theme = dynasty

	left_portrait = {
		character = root
		animation = personality_bold
	}

	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		root = {
			give_nickname = nick_nh_joromaborg
			add_trait = crusader_king
			save_scope_as = actor		#loc
		}
	}

	option = {
		name = nh.1001.option.accept.desc

		ai_chance = {base = 100}
	}
}

# miklagard event
nh.1002 ={
	type = character_event
	title = nh.1002.t
	desc = nh.1002.desc
	theme = dynasty

	left_portrait = {
		character = root
		animation = personality_bold
	}

	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"

		root = {
			give_nickname = nick_nh_miklagard
			add_trait = crusader_king
			save_scope_as = actor		#loc
		}
	}

	option = {
		name = nh.1002.option.accept.desc

		ai_chance = {base = 100}
	}
}

# Náttúruguðtrúar christian peace event
nh.1003 ={
	type = character_event
	title = nh.1003.t
	desc = nh.1003.desc
	theme = diplomacy

	left_portrait = {
		character = root
		animation = personality_forgiving
	}

	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"

		root = {
			give_nickname = nick_nh_peace
			save_scope_as = actor		#loc
		}

		faith = {

			remove_doctrine = special_faith_stadfast_heritage
			add_doctrine = special_faith_traitor_heritage

			if = {
				limit = {has_doctrine = tenet_bhakti}
				remove_doctrine = tenet_bhakti
			} else = {
				remove_doctrine = tenet_astrology
			}
			add_doctrine = tenet_christian_syncretism
		}
	}

	option = {
		name = nh.1003.option.accept.desc

		ai_chance = {base = 100}
	}
}

# Giñnregla Deciding the religious future
nh.1004 = {
	type = character_event
	title = nh.1004.t
	desc = nh.1004.desc
	theme = dynasty

	left_portrait = {
		character = root
		animation = personality_rational
	}

	right_portrait = {
		character = faith:catholic.religious_head
		animation = personality_zealous
	}

	immediate = {
		root.faith = {
			save_scope_as = old_faith
		}
	}

	option = {
		name = nh.1004.option.pagan.desc
		custom_tooltip = nh.1004.option.pagan_tooltip.desc
		give_nickname = nick_nh_pagan_special

		if = {
			limit = { has_trait = cynical }
			remove_trait = cynical
		}
		add_trait = zealous
		dynasty = {
			add_dynasty_prestige = 250
		}

		hidden_effect = {
			add_character_modifier = {
				modifier = nh_odins_blessing_modifier
				years = 100
			}
		}

		if = {
			limit = { is_ai = yes }
			spawn_army = {
				name = event_troop_ginregla
				levies = 1000
				men_at_arms = {
					type = varangian_veterans
					stacks = 2
				}
				location = province:2
				origin = province:2
				inheritable = no
			}
		}

		ai_chance = {
			base = 0
			modifier = {
				add = -40
				has_trait = chaste
			}
			modifier = {
				add = -40
				has_trait = compassionate
			}
			modifier = {
				add = -40
				has_trait = forgiving
			}
			modifier = {
				add = 100
				has_trait = brave
			}
			modifier = {
				add = 100
				has_trait = vengeful
			}
			modifier = {
				add = 100
				has_trait = wrathful
			}
			modifier = {
				add = 200
				has_trait = zealous
			}
			modifier = {
				add = -50
				has_trait = cynical
			}
		}
	}

	option = {
		name = nh.1004.option.catholic.desc
		custom_tooltip = nh.1004.option.catholic_tooltip.desc
		give_nickname = nick_nh_catholic_special
		root = {set_character_faith = faith:catholic}
		trigger_event = { on_action = on_faith_conversion }

		if = {
			limit = { has_trait = vengeful }
			remove_trait = vengeful
		}
		add_trait = forgiving
		dynasty = {
			add_dynasty_prestige = 1000
		}
		hidden_effect = {
			add_character_modifier = {
				modifier = nh_odins_curse_modifier
				years = 100
			}
		}

		ai_chance = {
			base = 0
			modifier = {
				add = 60
				has_trait = craven
			}
			modifier = {
				add = 30
				has_trait = chaste
			}
			modifier = {
				add = 30
				has_trait = compassionate
			}
			modifier = {
				add = 30
				has_trait = forgiving
			}
			modifier = {
				add = -40
				has_trait = brave
			}
			modifier = {
				add = -40
				has_trait = vengeful
			}
			modifier = {
				add = -40
				has_trait = wrathful
			}
			modifier = {
				add = -90
				has_trait = zealous
			}
			modifier = {
				add = -10
				has_trait = cynical
			}
		}

	}

	option = {
		name = nh.1004.option.insular.desc
		custom_tooltip = nh.1004.option.insular_tooltip.desc
		give_nickname = nick_nh_insular_special
		root = {set_character_faith = faith:insular_celtic}
		trigger_event = { on_action = on_faith_conversion }

		if = {
			limit = { has_trait = gluttonous }
			remove_trait = gluttonous
		}
		add_trait = temperate
		dynasty = {
			add_dynasty_prestige = 1000
		}
		hidden_effect = {
			add_character_modifier = {
				modifier = nh_odins_curse_modifier
				years = 100
			}
		}

		ai_chance = {
			base = 0
			modifier = {
				add = 30
				has_trait = calm
			}
			modifier = {
				add = 30
				has_trait = humble
			}
			modifier = {
				add = 30
				has_trait = temperate
			}
			modifier = {
				add = -40
				has_trait = brave
			}
			modifier = {
				add = -40
				has_trait = vengeful
			}
			modifier = {
				add = -40
				has_trait = wrathful
			}
			modifier = {
				add = -90
				has_trait = zealous
			}
			modifier = {
				add = -10
				has_trait = cynical
			}
		}
	}
}

# Recreate Old Saxia - Saxenreich and convert to Forn Siðr
nh.1005 = {
	type = character_event
	title = nh.1005.t
	desc = nh.1005.desc
	theme = realm

	left_portrait = {
		character = root
		animation = personality_bold
	}

	right_portrait = {
		character = faith:catholic.religious_head
		animation = shock
	}

	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		form_nh_old_saxony_scripted_effect = yes

		root.faith = {
			save_scope_as = old_faith
		}
	}

	option = {
		name = nh.1005.option.a.desc
		give_nickname = nick_nh_old_saxia

		if = {
			limit = { has_trait = cynical }
			remove_trait = cynical
		}
		add_trait = zealous

		root = {set_character_faith = faith:forn_sidr_pagan}
		trigger_event = { on_action = on_faith_conversion }

		ai_chance = {base = 100}
	}
}

############################################ v1.1 ##################################################

# Rollo's Adventure
nh.1011 = {
	type = character_event
	title = nh.1011.t
	desc = nh.1011.desc
	theme = war

	right_portrait = {
		character = scope:attacker
 		animation = aggressive_axe
	}

	lower_right_portrait = scope:opponent_normandy_option
	lower_center_portrait = scope:opponent_sardinia_option
	lower_left_portrait = scope:opponent_essex_option

	immediate = {
		root = {
			save_scope_as = attacker
		}

		# normandy
		title:c_rouen.holder.top_liege = {
			save_scope_as = opponent_normandy_option
		}

		# sardinia
		title:c_cagliari.holder.top_liege = {
			save_scope_as = opponent_sardinia_option
		}

		# essex
		title:c_middlesex.holder.top_liege = {
			save_scope_as = opponent_essex_option
		}

		# Give Rollo an army
		spawn_army = {
			name = event_troop_rollo_name
			levies = 500
			men_at_arms = {
				type = varangian_veterans
				stacks = 5
			}
			men_at_arms = {
				type = vigmen
				stacks = 3
			}
			men_at_arms = {
				type = bondi
				stacks = 7
			}
			location = province:252
			origin = province:252
			inheritable = no
		}
		# make AI Rollo stronger
		if = {
			limit = { is_ai = yes }
				add_character_modifier = {
				modifier = nh_rollo_special_ai_modifier
				years = 9
			}
			spawn_army = {
				name = event_troop_rollo_name
				levies = 500
				men_at_arms = {
					type = varangian_veterans
					stacks = 5
				}
				location = province:252
				origin = province:252
				inheritable = no
			}
		}

	}

	option = {
		name = nh.1011.option.opponent_normandy_option.desc
		custom_tooltip = nh.1011.option.opponent_normandy_option_tooltip.desc

		trigger = {exists = scope:opponent_normandy_option}

		# if this cause problems for non DLC owners use fix in issue#5
		start_war = {
			cb = fp1_varangian_adventurer_conquest
			target = scope:opponent_normandy_option
			target_title = title:d_normandy
		}

		ai_chance = {base = 100}
	}

	option = {
		name = nh.1011.option.opponent_sardinia_option.desc
		custom_tooltip = nh.1011.option.opponent_sardinia_option_tooltip.desc

		trigger = {exists = scope:opponent_sardinia_option}
		start_war = {
			cb = fp1_varangian_adventurer_conquest
			target = scope:opponent_sardinia_option
			target_title = title:d_sardinia
		}
		ai_chance = {base = 0}
	}

	option = {
		name = nh.1011.option.opponent_essex_option.desc
		custom_tooltip = nh.1011.option.opponent_essex_option_tooltip.desc

		trigger = {exists = scope:opponent_essex_option}
		start_war = {
			cb = fp1_varangian_adventurer_conquest
			target = scope:opponent_essex_option
			target_title = title:d_bedford
		}
		ai_chance = {base = 0}
	}
}

nh.1012 = {
	type = character_event
	title = nh.1012.t
	desc = nh.1012.desc
	theme = diplomacy_foreign_affairs_focus

	left_portrait = {
		character = scope:actor
 		animation = diplomacy
	}

	right_portrait = {
		character = scope:francish_king
 		animation = diplomacy
	}

	trigger = {
		current_date > 860.1.1
		title:d_normandy.holder ?= character:242
	}

	immediate = {
		title:k_france.holder.top_liege = {
			save_scope_as = francish_king
		}

		root = {
			save_scope_as = actor
		}

	}

	# historical (no conversion)
	option = {
		trigger = {
			exists = character:90104
			title:k_france.holder.top_liege = character:90104
		}

		name = nh.1012.option.alternate_historical_agree.desc
		custom_tooltip = nh.1012.option.alternate_historical_agree_tooltip.desc

		if = {
			limit = {exists = primary_spouse}
			divorce = primary_spouse
		}

		hidden_effect = { nh_marry_norman_historical_effect = yes }
		nh_swear_fealty_effect = yes
		hidden_effect = { nh_vassal_contract_religious_effect = yes }

		dynasty = {
			add_dynasty_prestige = 500
		}

		ai_chance = {base = 0 }
	}

	# historical with conversion
	option = {
		trigger = {
			exists = character:90104
			title:k_france.holder.top_liege = character:90104
		}

		name = nh.1012.option.historical_agree.desc
		custom_tooltip = nh.1012.option.historical_agree_tooltip.desc

		if = {
			limit = {exists = primary_spouse}
			divorce = primary_spouse
		}

		root = {set_character_faith = faith:catholic}
		trigger_event = { on_action = on_faith_conversion }

		hidden_effect = { nh_marry_norman_historical_effect = yes }
		nh_swear_fealty_effect = yes
		hidden_effect = { nh_vassal_contract_march_effect = yes }

		dynasty = {
			add_dynasty_prestige = 500
		}

		scope:francish_king = { trigger_event = nh.9000}

		ai_chance = {base = 100}
	}

	# alternate historical (no conversion)
	option = {
		trigger = {
			NOT ={ title:k_france.holder.top_liege = character:90104 }
		}
		name = nh.1012.option.agree_alternative.desc
		custom_tooltip = nh.1012.option.agree_alternative_tooltip.desc

		if = {
			limit = {exists = primary_spouse}
			divorce = primary_spouse
		}

		hidden_effect = { nh_marry_norman_alternate_effect = yes }
		nh_swear_fealty_effect = yes
		hidden_effect = { nh_vassal_contract_religious_effect = yes }

		dynasty = {
			add_dynasty_prestige = 500
		}

		ai_chance = {base = 0}
	}

	# alternate historical with conversion
	option = {
		trigger = {
			NOT ={ title:k_france.holder.top_liege = character:90104 }
		}
		name = nh.1012.option.agree_alternative_convert.desc
		custom_tooltip = nh.1012.option.agree_alternative_convert_tooltip.desc

		if = {
			limit = {exists = primary_spouse}
			divorce = primary_spouse
		}

		root = {set_character_faith = faith:catholic}
		trigger_event = { on_action = on_faith_conversion }

		hidden_effect = { nh_marry_norman_alternate_effect = yes }
		nh_swear_fealty_effect = yes
		hidden_effect = { nh_vassal_contract_religious_effect = yes }

		dynasty = {
			add_dynasty_prestige = 500
		}
		scope:francish_king = { trigger_event = nh.9000}

		ai_chance = {base = 100}
	}

	option = {

		name = nh.1012.option.refuse.desc
		custom_tooltip = nh.1012.option.refuse_tooltip.desc

		dynasty = {
			add_dynasty_prestige = 250
		}

		ai_chance = {base = 0}
	}
}

# Gotland event
nh.1013 = {
	type = character_event
	title = nh.1013.t
	desc = nh.1013.desc
	theme = realm

	left_portrait = {
		character = root
		animation = marshal
	}

	immediate = {
		play_music_cue = "mx_cue_positive_effect"

	}

	option = {
		name = nh.1013.option.trade.desc

		title:c_gutland = {
			add_county_modifier = {
				modifier = nh_county_trade_modifier
				years = 6
			}
		}
		add_gold = medium_gold_value

		ai_chance = {base = 10}
	}

	option = {
		name = nh.1013.option.raid.desc

		spawn_army = {
			name = event_troop_gotland_name
			levies = 400
			men_at_arms = {
				type = huscarl
				stacks = 1
			}
			location = province:369
			origin = province:369
			inheritable = no
		}

		title:c_gutland = {
			add_county_modifier = {
				modifier = nh_county_raid_modifier
				years = 3
			}
		}

		ai_chance = {base = 10}
	}

	option = {
		name = nh.1013.option.defence.desc

		title:c_gutland = {
			add_county_modifier = {
				modifier = nh_county_defence_modifier
				years = 9
			}
		}

		ai_chance = {base = 10}
	}
}

# first great Althing
nh.1014 = {
	type = character_event
	title = nh.1014.t
	desc = nh.1014.desc
	theme = realm

	left_portrait = {
		character = root
		animation = personality_bold
	}

	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		form_nh_iceland_scripted_effect = yes
	}

	option = {
		name = nh.1014.option.a.desc
		ai_chance = {base = 100}
	}
}

# repeatable thing
nh.1015 = {
	type = character_event
	title = nh.1015.t
	desc = nh.1015.desc
	theme = realm

	left_portrait = {
		character = root
		animation = marshal
	}

	immediate = {
		play_music_cue = "mx_cue_positive_effect"

		root = {
			save_scope_as = iceland_liege
		}
	}

	# pray to the gods
	option = {
		name = nh.0015.option.blot.desc
		custom_tooltip = nh.0015.option.blot_tooltip.desc

		hidden_effect = {
			faith:ginnregla_pagan = {
				every_faith_ruler = {
					random_list = {
						15 = {
							add_character_modifier = {
								modifier = nh_odins_blessing_modifier
								years = 2
							}
						}
						20 = {
							add_character_modifier = {
								modifier = nh_thors_blessing_modifier
								years = 3
							}
						}
						20 = {
							add_character_modifier = {
								modifier = nh_freyas_blessing_modifier
								years = 3
							}
						}
						15 = {
							add_character_modifier = {
								modifier = nh_tyr_blessing_modifier
								years = 2
							}
						}
						15 = {
							add_character_modifier = {
								modifier = nh_njords_blessing_modifier
								years = 2
							}
						}
						5 = {
							add_character_modifier = {
								modifier = nh_lokis_curse_modifier
								years = 5
							}
						}
						5 = {
							add_character_modifier = {
								modifier = nh_hels_curse_modifier
								years = 5
							}
						}
						5 = {
							add_character_modifier = {
								modifier = nh_suturs_curse_modifier
								years = 5
							}
						}
					}
					trigger_event = nh.9001
				}
			}
		}

		title:c_sudurland = {
			add_county_modifier = {
				modifier = nh_tinvellir_county_modifier
				years = 3
			}
		}

		ai_chance = {
			base = 25
			modifier = {
				add = 75
				has_trait = zealous
			}
		}
	}

	# trade
	option = {
		name = nh.0015.option.trade.desc
		custom_tooltip = nh.0015.option.trade_tooltip.desc

		hidden_effect = {
			faith:ginnregla_pagan = {
				every_faith_ruler = {
					add_character_modifier = {
						modifier = nh_thing_trade_modifier
						years = 3
						}
					trigger_event = nh.9002
				}
			}
		}

		title:c_sudurland = {
			add_county_modifier = {
				modifier = nh_tinvellir_county_modifier
				years = 3
			}
		}

		ai_chance = {
			base = 15
			modifier = {
				add = 75
				has_trait = greedy
			}
		}
	}

	# build
	option = {
		name = nh.0015.option.build.desc
		custom_tooltip = nh.0015.option.build_tooltip.desc

		hidden_effect = {
			faith:ginnregla_pagan = {
				every_faith_ruler = {
					add_character_modifier = {
						modifier = nh_thing_build_modifier
						years = 3
						}
					trigger_event = nh.9003
				}
			}
		}

		title:c_sudurland = {
			add_county_modifier = {
				modifier = nh_tinvellir_county_modifier
				years = 3
			}
		}

		ai_chance = {
			base = 15
			modifier = {
				add = 75
				has_trait = diligent
			}
		}
	}

	# diplomacy
	option = {
		name = nh.0015.option.diplomacy.desc
		custom_tooltip = nh.0015.option.diplomacy_tooltip.desc

		hidden_effect = {
			faith:ginnregla_pagan = {
				every_faith_ruler = {
					add_character_modifier = {
						modifier = nh_thing_diplomacy_modifier
						years = 3
						}
					trigger_event = nh.9004
				}
			}
		}

		title:c_sudurland = {
			add_county_modifier = {
				modifier = nh_tinvellir_county_modifier
				years = 3
			}
		}

		ai_chance = {
			base = 15
			modifier = {
				add = 75
				has_trait = compassionate
			}
		}
	}
}




















############################################ letters ##################################################
# rollo
nh.9000 = {
	type = letter_event
	opening = nh.9000.opening
	desc = nh.9000.desc
	sender = scope:actor

	option = {
		name = nh.9000.a
	}
}

# repeatable thing
nh.9001 = {
	type = letter_event
	opening = nh.9001.opening
	desc = nh.9001.desc
	sender = scope:iceland_liege

	option = {
		name = nh.9001.a
	}
}

nh.9002 = {
	type = letter_event
	opening = nh.9002.opening
	desc = nh.9002.desc
	sender = scope:iceland_liege

	option = {
		name = nh.9002.a
	}
}

nh.9003 = {
	type = letter_event
	opening = nh.9003.opening
	desc = nh.9003.desc
	sender = scope:iceland_liege

	option = {
		name = nh.9003.a
	}
}

nh.9004 = {
	type = letter_event
	opening = nh.9004.opening
	desc = nh.9004.desc
	sender = scope:iceland_liege

	option = {
		name = nh.9004.a
	}
}
