﻿@minspec_skill_rating = decent_skill_rating
@basic_will_do = 500

gpt_veteran_camp_officer = {
	sort_order = 525
 #	category = court_position_category_special
	max_available_positions = 1
 #	category = court_position_category_officer
	skill = martial

	court_position_asset = {
		animation = marshal
		background = "gfx/interface/illustrations/event_scenes/ep3_adventurer_background.dds"
	}

	opinion = { value = 5}
	
	# How high the aptitude has to be to reach the 5 different modifier levels
	aptitude_level_breakpoints = { 20 40 60 80 }

	# How good is this character in this position? root scope is the holder of the court position
	aptitude = {
		value = 0
		if = {
			limit = {
				employer ?= { has_perk = soon_forgiven_perk }
			}
			add = {
				value = 10
				desc = court_position_soon_forgiven_perk
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				num_of_relation_friend > 0
			}
			add = {
				value = 5
				desc = court_position_positions_of_power_perk_friend
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				num_of_relation_lover > 0
			}
			add = {
				value = 5
				desc = court_position_positions_of_power_perk_lover
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				is_married = yes
			}
			add = {
				value = 10
				desc = court_position_positions_of_power_perk_marriage
			}
		}
		if = {
			limit = {
				employer ?= {
					has_perk = likable_perk
					has_relation_best_friend = prev
				}
			}
			add = {
				value = 30
				desc = court_position_best_friend
			}
		}
		else_if = {
			limit = {
				employer ?= {
					has_perk = likable_perk
					has_relation_friend = prev
				}
			}
			add = {
				value = 15
				desc = court_position_friend
			}
		}
		add = {
			value = martial
			multiply = 1.75
			max = 40
			desc = court_position_skill_diplomacy
		}
		add = {
			value = prowess
			multiply = 1.25
			max = 40
			desc = court_position_skill_prowess
		}
		add = {
			value = sum_of_all_skills_value
			multiply = 0.3
			max = 60
			desc = court_position_skill_sum
		}
		if = {
			limit = {
				has_trait = overseer
			}
			add = {
				value = 20
				desc = court_position_overseer_trait
			}
		}
		if = {
			limit = {
				any_character_trait = {
					has_trait_category = commander
				}
			}
			add = {
				value = 10
				desc = court_position_commander_traits
			}
		}
		if = {
			limit = {
				has_trait = gpt_homelander
			}
			add = 20
			desc = court_position_gpt_homelander_trait
		}
		add = court_position_aptitude_high_penalty_value
	}

	is_shown = {
		government_has_flag = government_is_landless_adventurer
		has_ep3_dlc_trigger = yes
		domicile ?= { has_domicile_parameter = camp_unlocks_second_officer }
	 #	NOT = { faith = { has_doctrine_parameter = unreformed } }
	}

	valid_position = {
	 #	NOT = { faith = { has_doctrine_parameter = unreformed } }
	}

	is_shown_character = {
		scope:employee = {
			is_incapable = no
			can_be_combatant_based_on_gender_trigger = {
				ARMY_OWNER = this
			}
		}
	}

	valid_character = {
		gpt_valid_camp_officer_trigger_veteran = yes
		valid_camp_officer_trigger = {
			OFFICER = veteran
		}
	}

	revoke_cost = {
		prestige =  {
			value = minor_court_position_prestige_revoke_cost

			# Set to 0 with Dynasty Perk Inner Circle
			if = {
				limit = {
					exists = dynasty
					dynasty = { has_dynasty_perk = fp2_coterie_legacy_1 }

					employs_court_position = master_of_arms_camp_officer
					any_court_position_holder = {
				        type = master_of_arms_camp_officer
						exists = dynasty
						house = prev.house
					}
				}
				multiply = 0
			}
		}
	}

	salary = {
		#officers have no salary
	}

	# These modifiers are employed based on what level the aptitude reaches (levels are defined as breakpoints) 
	scaling_employer_modifiers = {
		poor = {
			martial = 1
			prowess = 1
		}
		average = {
			martial = 2
			prowess = 2
		}
		good = {
			martial = 3
			prowess = 3
		}
		excellent = {
			martial = 4
			prowess = 4
		}
	}

	custom_employer_modifier_description = gpt_veteran_camp_officer_employer_custom_effect_description

	modifier = {
		monthly_prestige = 0.1
	}
	
	on_court_position_received = {
		master_of_arms_camp_officer_title_accepted_effect = yes
	}
	on_court_position_revoked = { 
		master_of_arms_camp_officer_title_revoked_effect = yes
	}
	on_court_position_invalidated = {
		master_of_arms_camp_officer_title_invalidated_effect = yes
	}
	# Scripted value to determine whether an AI will hire/fire a position or not. Hires over 0, fires under -50. Look in _court_positions.info for more extensive documentation!
	ai_candidate_score = {
		value = @basic_will_do

		add = court_position_candidate_score_base_value
		add = court_position_candidate_aptitude_value	
	}
}

gpt_mistress_camp_officer = {
	sort_order = 526
 #	category = court_position_category_special
	max_available_positions = 1
 #	category = court_position_category_officer
	skill = intrigue

	court_position_asset = {
		animation = spymaster
		background = "gfx/interface/illustrations/event_scenes/ep3_adventurer_background.dds"
	}

	opinion = { value = 5}
	
	# How high the aptitude has to be to reach the 5 different modifier levels
	aptitude_level_breakpoints = { 20 40 60 80 }

	# How good is this character in this position? root scope is the holder of the court position
	aptitude = {
		value = 0
		if = {
			limit = {
				employer ?= { has_perk = soon_forgiven_perk }
			}
			add = {
				value = 10
				desc = court_position_soon_forgiven_perk
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				num_of_relation_friend > 0
			}
			add = {
				value = 5
				desc = court_position_positions_of_power_perk_friend
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				num_of_relation_lover > 0
			}
			add = {
				value = 5
				desc = court_position_positions_of_power_perk_lover
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				is_married = yes
			}
			add = {
				value = 10
				desc = court_position_positions_of_power_perk_marriage
			}
		}
		if = {
			limit = {
				employer ?= {
					has_perk = likable_perk
					has_relation_best_friend = prev
				}
			}
			add = {
				value = 20
				desc = court_position_best_friend
			}
		}
		else_if = {
			limit = {
				employer ?= {
					has_perk = likable_perk
					has_relation_friend = prev
				}
			}
			add = {
				value = 10
				desc = court_position_friend
			}
		}
		if = {
			limit = {
				employer ?= {
					has_relation_soulmate = prev
				}
			}
			add = {
				value = 20
			}
		}
		else_if = {
			limit = {
				employer ?= {
					has_relation_lover = prev
				}
			}
			add = {
				value = 10
			}
		}
		add = {
			value = intrigue
			multiply = 3.0
			max = 60
			desc = court_position_skill_intrigue
		}
		add = {
			value = sum_of_all_skills_value
			multiply = 0.3
			max = 60
			desc = court_position_skill_sum
		}
		if = {
			limit = {
				has_trait = sadistic
			}
			add = 10
			desc = court_position_sadistic_trait
		}
		if = {
			limit = {
				has_trait = callous
			}
			add = 10
			desc = court_position_callous_trait
		}
		if = {
			limit = {
				has_trait = gregarious
			}
			add = 15
			desc = court_position_gregarious_trait
		}
		if = {
			limit = {
				has_trait = shy
			}
			add = -10
			desc = court_position_shy_trait
		}
		if = {
			limit = {
				has_trait = lustful
			}
			add = 20
			desc = court_position_lustful_trait
		}
		if = {
			limit = {
				has_trait = chaste
			}
			add = -20
			desc = court_position_chaste_trait
		}
		if = {
			limit = {
				has_trait = beauty_good_1
			}
			add = 10
			desc = court_position_beauty_good_1_trait
		}
		if = {
			limit = {
				has_trait = beauty_good_2
			}
			add = 20
			desc = court_position_beauty_good_2_trait
		}
		if = {
			limit = {
				has_trait = beauty_good_3
			}
			add = 30
			desc = court_position_beauty_good_3_trait
		}
		if = {
			limit = {
				has_trait = overseer
			}
			add = 20
			desc = court_position_overseer_trait
		}
		if = {
			limit = {
				has_trait = seducer
			}
			add = 20
			desc = court_position_seducer_trait
		}
		if = {
			limit = {
				has_trait = gpt_deceiver
			}
			add = 20
			desc = court_position_gpt_deceiver_trait
		}
		add = court_position_aptitude_high_penalty_value
	}

	is_shown = {
		government_has_flag = government_is_landless_adventurer
		has_ep3_dlc_trigger = yes
		domicile ?= { has_domicile_parameter = camp_unlocks_second_officer }
	 #	NOT = { faith = { has_doctrine_parameter = unreformed } }
	}

	valid_position = {
	 #	NOT = { faith = { has_doctrine_parameter = unreformed } }
	}

	is_shown_character = {
		scope:employee = {
			is_incapable = no
		}
	}

	valid_character = {
		gpt_valid_camp_officer_trigger_mistress = yes
		valid_camp_officer_trigger = {
			OFFICER = mistress
		}
	}

	revoke_cost = {
		prestige =  {
			value = minor_court_position_prestige_revoke_cost

			# Set to 0 with Dynasty Perk Inner Circle
			if = {
				limit = {
					exists = dynasty
					dynasty = { has_dynasty_perk = fp2_coterie_legacy_1 }

					employs_court_position = gpt_mistress_camp_officer
					any_court_position_holder = {
				        type = gpt_mistress_camp_officer
						exists = dynasty
						house = prev.house
					}
				}
				multiply = 0
			}
		}
	}

	salary = {
	}

	# These modifiers are employed based on what level the aptitude reaches (levels are defined as breakpoints) 
	scaling_employer_modifiers = {
		terrible = {
			fertility = 0.05
		}
		poor = {
			intrigue = 1
			fertility = 0.05
		}
		average = {
			intrigue = 2
			fertility = 0.10
		}
		good = {
			intrigue = 3
			fertility = 0.15
		}
		excellent = {
			intrigue = 4
			fertility = 0.20
		}
	}
	custom_employer_modifier_description = gpt_mistress_camp_officer_employer_custom_effect_description

	modifier = {
		monthly_prestige = 0.1
		seduce_scheme_phase_duration_add = minor_scheme_phase_duration_bonus_value
	}
	
	on_court_position_received = {
		second_camp_officer_title_accepted_effect = yes
	}
	on_court_position_revoked = { 
		second_camp_officer_title_revoked_effect = yes
	}
	on_court_position_invalidated = {
		second_camp_officer_title_invalidated_effect = yes
	}
	# Scripted value to determine whether an AI will hire/fire a position or not. Hires over 0, fires under -50. Look in _court_positions.info for more extensive documentation!
	ai_candidate_score = {
		value = @basic_will_do

		add = court_position_candidate_score_base_value
		add = court_position_candidate_aptitude_value	
	}
}

gpt_paymaster_camp_officer = {
	sort_order = 527
 #	category = court_position_category_special
	max_available_positions = 1
 #	category = court_position_category_officer
	skill = stewardship

	court_position_asset = {
		animation = steward
		background = "gfx/interface/illustrations/event_scenes/ep3_adventurer_background.dds"
	}

	opinion = { value = 5}
	
	# How high the aptitude has to be to reach the 5 different modifier levels
	aptitude_level_breakpoints = { 20 40 60 80 }

	# How good is this character in this position? root scope is the holder of the court position
	aptitude = {
		value = 10
		if = {
			limit = {
				employer ?= { has_perk = soon_forgiven_perk }
			}
			add = {
				value = 10
				desc = court_position_soon_forgiven_perk
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				num_of_relation_friend > 0
			}
			add = {
				value = 5
				desc = court_position_positions_of_power_perk_friend
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				num_of_relation_lover > 0
			}
			add = {
				value = 5
				desc = court_position_positions_of_power_perk_lover
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				is_married = yes
			}
			add = {
				value = 10
				desc = court_position_positions_of_power_perk_marriage
			}
		}
		if = {
			limit = {
				employer ?= {
					has_perk = likable_perk
					has_relation_best_friend = prev
				}
			}
			add = {
				value = 30
				desc = court_position_best_friend
			}
		}
		else_if = {
			limit = {
				employer ?= {
					has_perk = likable_perk
					has_relation_friend = prev
				}
			}
			add = {
				value = 15
				desc = court_position_friend
			}
		}
		add = {
			value = stewardship
			multiply = 3.0
			max = 60
			desc = court_position_skill_stewardship
		}
		add = {
			value = sum_of_all_skills_value
			multiply = 0.3
			max = 60
			desc = court_position_skill_sum
		}
		if = {
			limit = {
				has_trait = generous
			}
			add = {
				value = -20
				desc = court_position_generous_trait
			}
		}
		if = {
			limit = {
				has_trait = logistician
			}
			add = {
				value = 20
				desc = court_position_logistician_trait
			}
		}
		if = {
			limit = {
				has_trait = greedy
			}
			add = {
				value = 10
				desc = court_position_greedy_trait
			}
		}
		if = {
			limit = {
				has_trait = avaricious
			}
			add = {
				value = 20
				desc = court_position_avaricious_trait
			}
		}
		if = {
			limit = {
				has_trait = administrator
			}
			add = {
				value = 20
				desc = court_position_administrator_trait
			}
		}
		if = {
			limit = {
				has_trait = profligate
			}
			add = -50
			desc = court_position_profligate_trait
		}
		if = {
			limit = {
				has_trait = improvident
			}
			add = -50
			desc = court_position_improvident_trait
		}
		if = {
			limit = {
				has_trait = gpt_founder
			}
			add = 20
			desc = court_position_gpt_founder_trait
		}
		add = court_position_aptitude_high_penalty_value
	}

	is_shown = {
		government_has_flag = government_is_landless_adventurer
		has_ep3_dlc_trigger = yes
		domicile ?= { has_domicile_parameter = camp_unlocks_second_officer }
	 #	NOT = { faith = { has_doctrine_parameter = unreformed } }
	}

	valid_position = {
	 #	NOT = { faith = { has_doctrine_parameter = unreformed } }
	}

	is_shown_character = {
		scope:employee = {
			is_incapable = no
		}
	}

	valid_character = {
		gpt_valid_camp_officer_trigger_paymaster = yes
		valid_camp_officer_trigger = {
			OFFICER = paymaster
		}
	}

	revoke_cost = {
		prestige =  {
			value = minor_court_position_prestige_revoke_cost

			# Set to 0 with Dynasty Perk Inner Circle
			if = {
				limit = {
					exists = dynasty
					dynasty = { has_dynasty_perk = fp2_coterie_legacy_1 }

					employs_court_position = gpt_paymaster_camp_officer
					any_court_position_holder = {
				        type = gpt_paymaster_camp_officer
						exists = dynasty
						house = prev.house
					}
				}
				multiply = 0
			}
		}
	}

	salary = {
	}

	# These modifiers are employed based on what level the aptitude reaches (levels are defined as breakpoints) 
	scaling_employer_modifiers = {
		terrible = {
			domicile_monthly_gold_add = 0.1
		}
		poor = {
			stewardship = 1
			domicile_monthly_gold_add = 0.2
		}
		average = {
			stewardship = 2
			domicile_monthly_gold_add = 0.3
		}
		good = {
			stewardship = 3
			domicile_monthly_gold_add = 0.4
		}
		excellent = {
			stewardship = 4
			domicile_monthly_gold_add = 0.5
		}
	}
	custom_employer_modifier_description = gpt_paymaster_camp_officer_employer_custom_effect_description

 #	base_employer_court_modifier = {
 #		supply_capacity_mult = 0.2
 #		provisions_capacity_add = 500
 #	}

	modifier = {
		monthly_prestige = 0.1
	}
	
	on_court_position_received = {
		quartermaster_camp_officer_title_accepted_effect = yes
	}
	on_court_position_revoked = { 
		quartermaster_camp_officer_title_revoked_effect = yes
	}
	on_court_position_invalidated = {
		quartermaster_camp_officer_title_invalidated_effect = yes
	}
	# Scripted value to determine whether an AI will hire/fire a position or not. Hires over 0, fires under -50. Look in _court_positions.info for more extensive documentation!
	ai_candidate_score = {
		value = @basic_will_do

		add = court_position_candidate_score_base_value
		add = court_position_candidate_aptitude_value	
	}
}

gpt_recruiter_camp_officer = {
	sort_order = 528
 #	category = court_position_category_special
	max_available_positions = 1
 #	category = court_position_category_officer
	skill = diplomacy

	court_position_asset = {
		animation = chancellor
		background = "gfx/interface/illustrations/event_scenes/ep3_adventurer_background.dds"
	}

	opinion = { value = 5}
	
	# How high the aptitude has to be to reach the 5 different modifier levels
	aptitude_level_breakpoints = { 20 40 60 80 }

	# How good is this character in this position? root scope is the holder of the court position
	aptitude = {
		value = 0
		if = {
			limit = {
				employer ?= { has_perk = soon_forgiven_perk }
			}
			add = {
				value = 10
				desc = court_position_soon_forgiven_perk
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				num_of_relation_friend > 0
			}
			add = {
				value = 5
				desc = court_position_positions_of_power_perk_friend
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				num_of_relation_lover > 0
			}
			add = {
				value = 5
				desc = court_position_positions_of_power_perk_lover
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				is_married = yes
			}
			add = {
				value = 10
				desc = court_position_positions_of_power_perk_marriage
			}
		}
		if = {
			limit = {
				employer ?= {
					has_perk = likable_perk
					has_relation_best_friend = prev
				}
			}
			add = {
				value = 30
				desc = court_position_best_friend
			}
		}
		else_if = {
			limit = {
				employer ?= {
					has_perk = likable_perk
					has_relation_friend = prev
				}
			}
			add = {
				value = 15
				desc = court_position_friend
			}
		}
		add = {
			value = diplomacy
			multiply = 3.0
			max = 60
			desc = court_position_skill_diplomacy
		}
		add = {
			value = sum_of_all_skills_value
			multiply = 0.3
			max = 60
			desc = court_position_skill_sum
		}
		if = {
			limit = {
				has_trait = deceitful
			}
			add = {
				value = 10
				desc = court_position_deceitful_trait
			}
		}
		if = {
			limit = {
				has_trait = gregarious
			}
			add = {
				value = 10
				desc = court_position_gregarious_trait
			}
		}
		if = {
			limit = {
				has_trait = patient
			}
			add = {
				value = 10
				desc = court_position_patient_trait
			}
		}
		if = {
			limit = {
				has_trait = honest
			}
			add = {
				value = -20
				desc = court_position_honest_trait
			}
		}
		if = {
			limit = {
				has_trait = gpt_wordly
			}
			add = 20
			desc = court_position_gpt_wordly_trait
		}
		add = court_position_aptitude_high_penalty_value
	}

	is_shown = {
		government_has_flag = government_is_landless_adventurer
		has_ep3_dlc_trigger = yes
		domicile ?= { has_domicile_parameter = camp_unlocks_second_officer }
	 #	NOT = { faith = { has_doctrine_parameter = unreformed } }
	}

	valid_position = {
	 #	NOT = { faith = { has_doctrine_parameter = unreformed } }
	}

	is_shown_character = {
		scope:employee = {
			is_incapable = no
		}
	}

	valid_character = {
		gpt_valid_camp_officer_trigger_recruiter = yes
		valid_camp_officer_trigger = {
			OFFICER = recruiter
		}
	}

	revoke_cost = {
		prestige =  {
			value = minor_court_position_prestige_revoke_cost

			# Set to 0 with Dynasty Perk Inner Circle
			if = {
				limit = {
					exists = dynasty
					dynasty = { has_dynasty_perk = fp2_coterie_legacy_1 }

					employs_court_position = gpt_recruiter_camp_officer
					any_court_position_holder = {
				        type = gpt_recruiter_camp_officer
						exists = dynasty
						house = prev.house
					}
				}
				multiply = 0
			}
		}
	}

	salary = {
	}

	# These modifiers are employed based on what level the aptitude reaches (levels are defined as breakpoints) 
	scaling_employer_modifiers = {
		terrible = {
			monthly_prestige = 0.2
		}
		poor = {
			diplomacy = 1
			monthly_prestige = 0.4
		}
		average = {
			diplomacy = 2
			monthly_prestige = 0.6
		}
		good = {
			diplomacy = 3
			monthly_prestige = 0.8
		}
		excellent = {
			diplomacy = 4
			monthly_prestige = 1
		}
	}
	custom_employer_modifier_description = gpt_recruiter_camp_officer_employer_custom_effect_description

	modifier = {
		monthly_prestige = 0.1
	}
	
	on_court_position_received = {
		person_haggler_camp_officer_title_accepted_effect = yes
	}
	on_court_position_revoked = { 
		person_haggler_camp_officer_title_revoked_effect = yes
	}
	on_court_position_invalidated = {
		person_haggler_camp_officer_title_invalidated_effect = yes
	}
	# Scripted value to determine whether an AI will hire/fire a position or not. Hires over 0, fires under -50. Look in _court_positions.info for more extensive documentation!
	ai_candidate_score = {
		value = @basic_will_do

		add = court_position_candidate_score_base_value 
		add = court_position_candidate_aptitude_value
	}
}

gpt_clerk_camp_officer = {
	sort_order = 529
 #	category = court_position_category_special
	max_available_positions = 1
 #	category = court_position_category_officer
	skill = learning

	court_position_asset = {
		animation = chaplain
		background = "gfx/interface/illustrations/event_scenes/ep3_adventurer_background.dds"
	}

	opinion = { value = 5}
	
	# How high the aptitude has to be to reach the 5 different modifier levels
	aptitude_level_breakpoints = { 20 40 60 80 }

	# How good is this character in this position? root scope is the holder of the court position
	aptitude = {
		value = 0
		if = {
			limit = {
				employer ?= { has_perk = soon_forgiven_perk }
			}
			add = {
				value = 10
				desc = court_position_soon_forgiven_perk
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				num_of_relation_friend > 0
			}
			add = {
				value = 5
				desc = court_position_positions_of_power_perk_friend
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				num_of_relation_lover > 0
			}
			add = {
				value = 5
				desc = court_position_positions_of_power_perk_lover
			}
		}
		if = {
			limit = {
				employer ?= {
					is_landless_adventurer = yes
					has_perk = positions_of_power_perk
				}
				is_married = yes
			}
			add = {
				value = 10
				desc = court_position_positions_of_power_perk_marriage
			}
		}
		if = {
			limit = {
				employer ?= {
					has_perk = likable_perk
					has_relation_best_friend = prev
				}
			}
			add = {
				value = 30
				desc = court_position_best_friend
			}
		}
		else_if = {
			limit = {
				employer ?= {
					has_perk = likable_perk
					has_relation_friend = prev
				}
			}
			add = {
				value = 15
				desc = court_position_friend
			}
		}
		add = {
			value = learning
			multiply = 3.0
			max = 60
			desc = court_position_skill_learning
		}
		add = {
			value = sum_of_all_skills_value
			multiply = 0.3
			max = 60
			desc = court_position_skill_sum
		}
		if = {
			limit = {
				has_trait = theologian
			}
			add = {
				value = 20
				desc = court_position_theologian_trait
			}
		}
		if = {
			limit = { has_trait = scholar }
			add = {
				value = 15
				desc = court_position_scholar_trait
			}
		}
		if = {
			limit = { has_trait = lifestyle_mystic }
			add = {
				value = 15
				desc = court_position_mystic_1_trait
			}
		}
		if = {
			limit = {
				has_trait = gpt_cosmopolitan
			}
			add = 20
			desc = court_position_gpt_cosmopolitan_trait
		}
		add = court_position_aptitude_high_penalty_value
	}

	is_shown = {
		government_has_flag = government_is_landless_adventurer
		has_ep3_dlc_trigger = yes
		domicile ?= { has_domicile_parameter = camp_unlocks_second_officer }
	 #	NOT = { faith = { has_doctrine_parameter = unreformed } }
	}

	valid_position = {
	 #	NOT = { faith = { has_doctrine_parameter = unreformed } }
	}

	is_shown_character = {
		scope:employee = {
			is_incapable = no
		}
	}

	valid_character = {
		gpt_valid_camp_officer_trigger_clerk = yes
		valid_camp_officer_trigger = {
			OFFICER = clerk
		}
	}

	revoke_cost = {
		prestige =  {
			value = minor_court_position_prestige_revoke_cost

			# Set to 0 with Dynasty Perk Inner Circle
			if = {
				limit = {
					exists = dynasty
					dynasty = { has_dynasty_perk = fp2_coterie_legacy_1 }

					employs_court_position = camp_priest_camp_officer
					any_court_position_holder = {
				        type = camp_priest_camp_officer
						exists = dynasty
						house = prev.house
					}
				}
				multiply = 0
			}
		}
	}

	salary = {
		#officers have no salary
	}
	
	# These modifiers are employed based on what level the aptitude reaches (levels are defined as breakpoints) 
	scaling_employer_modifiers = {
		terrible = {
			monthly_lifestyle_xp_gain_mult = 0.05
		}
		poor = {
			learning = 1
			monthly_lifestyle_xp_gain_mult = 0.05
		}
		average = {
			learning = 2
			monthly_lifestyle_xp_gain_mult = 0.10
		}
		good = {
			learning = 3
			monthly_lifestyle_xp_gain_mult = 0.15
		}
		excellent = {
			learning = 4
			monthly_lifestyle_xp_gain_mult = 0.20
		}
	}
	custom_employer_modifier_description = gpt_clerk_camp_officer_employer_custom_effect_description

	modifier = {
		monthly_prestige = 0.1
	}
	
	on_court_position_received = {
		camp_priest_camp_officer_title_accepted_effect = yes
	}
	on_court_position_revoked = { 
		camp_priest_camp_officer_title_revoked_effect = yes
	}
	on_court_position_invalidated = {
		camp_priest_camp_officer_title_invalidated_effect = yes
	}
	# Scripted value to determine whether an AI will hire/fire a position or not. Hires over 0, fires under -50. Look in _court_positions.info for more extensive documentation!
	ai_candidate_score = {
		value = @basic_will_do
		add = scope:base_value
		add = court_position_candidate_score_base_value 
		add = court_position_candidate_aptitude_value
	}
}