﻿#Events fired for the settlement of declaration of war

namespace = gpt_mig_event

#low born commander
gpt_mig_event.1001 = {
	hidden = yes
	
	trigger = {
		liege_or_court_owner = { is_ai = no }	
	}

	immediate = {
		root = {
			save_scope_as = commander #needed for loc, and only players can invalidate other player's war
		}
		
		commanding_army = {
			save_scope_as = army
		}
		
		liege_or_court_owner = {
			random_knight = {
				limit = { 							
					knight_army = scope:army
					is_landed = yes
					is_lowborn = no
				}
				save_scope_as = noble_knight
			}
		}
		
	}

	option = { # replace commander
		liege_or_court_owner = {
			trigger_event = gpt_mig_event.0001
		}
	}
}

#low born commander
gpt_mig_event.0001 = {
	type = character_event
	title = gpt_mig_event.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					scope:commander = { is_lowborn = yes }
				}
				desc = gpt_mig_event.0001.desc.lowborn
			}
			desc = gpt_mig_event.0001.desc.unlanded
		}
	}
	theme = war
	right_portrait = {
		character = scope:commander
		animation = rage
	}
	left_portrait = {
		character = scope:noble_knight
		animation = disappointed
	}
	
	trigger = {
		NOT = { root = scope:commander }
		NOT = { has_character_flag = lowborn_commander_allowed  }
		scope:commander = { is_commanding_army = yes }
	}

	immediate = {
		random_held_title = {
			limit = {
				tier = tier_county
			}
			save_scope_as = granted_title
		}
	}

	option = { # replace commander
		name = gpt_mig_event.0001.a
		
		scope:army = {
			remove_commander = yes
		}
		
		reverse_add_opinion = { 
			modifier = revoked_my_commandership 
			target = scope:commander
		}
		
		scope:commander = {
			add_character_flag = { 
				flag = commandership_recently_revoked
				years = 5 
			}
		}
	}

	option = { # keep commander
		name = gpt_mig_event.0001.b
		
		
		every_vassal = {
			limit = { 
				has_vassal_stance = courtly
			}
			custom = every_courtly_vassal
			add_opinion = {
				modifier = disappointed_opinion
				opinion = -15
				target = root
			}
		}
		
		every_knight = {
			limit = { 
				is_lowborn = no
				is_landed = yes
				knight_army	 = scope:commander.commanding_army
			}
			custom = every_noble_knight_in_army
			add_opinion = {
				modifier = disappointed_opinion
				opinion = -30
				target = root
			}
		}
		
		add_character_flag = { 
			flag = lowborn_commander_allowed 
			years = 5 
		}
		
		add_legitimacy = -30
	}
	
	option = { # land commander
		name = gpt_mig_event.0001.c
		
		trigger = {
			any_held_title = {
				tier = tier_county
				count >= 2
			}
		}

		create_title_and_vassal_change = {
			type = granted
			save_scope_as = change
		}
		
		scope:granted_title = {
			change_title_holder = {
				holder = scope:commander
				change = scope:change
			}
		}
		
		reverse_add_opinion = { 
			modifier = pleased_opinion
			opinion = 80
			target = scope:commander
		}
		
		resolve_title_and_vassal_change = scope:change
	}
}

#battle aftermath
gpt_mig_event.0002 = {
	hidden = yes
	scope = combat_side

	trigger = {
		# Check to ensure all needed scopes are valid
		exists = combat.location
		exists = side_commander
		exists = enemy_side.side_commander
		exists = combat.combat_war
		exists = side_primary_participant
		exists = enemy_side.side_primary_participant
		calc_true_if = {
			amount >= 2
			any_in_list = {
				list = slain_combatants
				OR = {
					this = root.enemy_side.side_primary_participant
					is_heir_of = root.enemy_side.side_primary_participant
					is_consort_of = root.enemy_side.side_primary_participant
				}
			}
			any_in_list = {
				list = prisoners_of_war
				OR = {
					this = root.enemy_side.side_primary_participant
					is_heir_of = root.enemy_side.side_primary_participant
					is_consort_of = root.enemy_side.side_primary_participant
				}
			}
			troops_ratio <= 0.5
			num_enemies_killed >= battle_poi_number_value # Scaling the later it gets, starts with 5000 before 1000 and then multiplies by 2 in 1000, 3 in 1100, etc
			AND = {
				percent_enemies_killed >= 65
				combat = {
					num_total_troops >= {
						add = battle_poi_number_value 
						multiply = 2
					}
				}
			}
			combat = {
				OR = {
					num_total_troops >= {
						add = battle_poi_number_value
						multiply = 3
					}
					warscore_value >= 15
				}
			}
		}
		
	}

	immediate = {
		root.side_commander = { 
			save_scope_as = winning_commander
		}
		
		
		root.enemy_side.side_commander = { 
			save_scope_as = losing_commander
		}
		
		combat.location = {
			save_scope_as = combat_location
		}
			
		combat.combat_war = {
			save_scope_as = target_war
		}
	}
	
	
	
	option = { 
	
		
		scope:winning_commander = {
			liege_or_court_owner = {
				if = {
					limit = {
						is_leader_in_war = scope:target_war
					}
					trigger_event = gpt_mig_event.0003
				}
			}
		}
		
		scope:losing_commander = {
			liege_or_court_owner = {
				if = {
					limit = {
						is_leader_in_war = scope:target_war
					}
					trigger_event = gpt_mig_event.0004
				}
			}
		}
	}
}

gpt_mig_event.0003 = { #Winning side
	type = character_event
	title = gpt_mig_event.0003.t
	desc = gpt_mig_event.0003.desc
	theme = war
	right_portrait = {
		character = scope:winning_commander
		animation = war_over_win
	}
	left_portrait = {
		character = scope:losing_commander
		animation = war_over_loss
	}
	
	trigger = {
		is_ai = no
		NOT = { has_character_flag = important_battle_aftermath_cooldown  }
		scope:winning_commander = { is_alive = yes }
		NOT = { root = scope:winning_commander }
	}

	immediate = {
		add_character_flag = { 
			flag = important_battle_aftermath_cooldown
			years = 20
		}
		
		random_held_title = {
			limit = {
				tier = tier_county
			}
			save_scope_as = granted_title
		}
	}

	option = { # reward with cash
		name = gpt_mig_event.0003.a
		pay_short_term_gold = {
			target = scope:winning_commander
			gold = medium_gold_value
		}
		
		reverse_add_opinion = { 
			modifier = pleased_opinion
			opinion = 40
			target = scope:winning_commander
		}
		
		stress_impact = {
			greedy = major_stress_impact_gain
			generous = major_stress_impact_loss
		}
		
		every_vassal = {
			limit = { 
				has_vassal_stance = glory_hound
			}
			custom = every_glory_hound_vassal
			add_opinion = {
				modifier = pleased_opinion
				opinion = 15			
				target = root
			}
		}
	}

	
	option = { # reward with title
		name = gpt_mig_event.0003.b
		trigger = {
			any_held_title = {
				tier = tier_county
				count >= 2
			}
		}

		create_title_and_vassal_change = {
			type = granted
			save_scope_as = change
		}
		
		scope:granted_title = {
			change_title_holder = {
				holder = scope:winning_commander
				change = scope:change
			}
		}
		
		resolve_title_and_vassal_change = scope:change
		
		reverse_add_opinion = { 
			modifier = pleased_opinion
			opinion = 60
			target = scope:winning_commander
		}
		
		every_vassal = {
			limit = { 
				has_vassal_stance = glory_hound
			}
			custom = every_glory_hound_vassal
			add_opinion = {
				modifier = pleased_opinion
				opinion = 15	
				target = root
			}
		}
		
		stress_impact = {
			greedy = major_stress_impact_gain
			generous = major_stress_impact_loss
		}
	}
	
	
	option = { # no reward 
		name = gpt_mig_event.0003.c
		
		reverse_add_opinion = { 
			modifier = disappointed_opinion
			opinion = -60
			target = scope:winning_commander
		}
		
		every_vassal = {
			limit = { 
				has_vassal_stance = glory_hound
			}
			custom = every_glory_hound_vassal
			add_opinion = {
				modifier = unfair_rewarded
				years = 20
				target = root
			}
		}
		
		stress_impact = {
			greedy = major_stress_impact_loss
			generous = major_stress_impact_gain
		}
	}
	
}



gpt_mig_event.0004 = { #lose a battle
	type = character_event
	title = gpt_mig_event.0004.t
	desc = gpt_mig_event.0004.desc
	theme = war
	right_portrait = {
		character = scope:winning_commander
		animation = war_over_win
	}
	left_portrait = {
		character = scope:losing_commander
		animation = war_over_loss
	}
	
	trigger = {
		is_ai = no
		NOT = { has_character_flag = important_battle_aftermath_cooldown  }
		NOT = { root = scope:losing_commander }
	}

	immediate = {
		add_character_flag = { 
			flag = important_battle_aftermath_cooldown
			years = 20
		}

	}

	option = { # pay the ppl
		name = gpt_mig_event.0004.a
		if = {
			limit = { has_treasury = yes }
			remove_treasury = medium_gold_value
		}
		else = {
			remove_short_term_gold = medium_gold_value
		}
		
		add_piety = medium_piety_value
		
		stress_impact = {
			greedy = major_stress_impact_gain
			generous = major_stress_impact_loss
		}
		
		every_vassal = {
			limit = { 
				has_vassal_stance = zealot
			}			
			
			custom = every_zealot_vassal			
			
			add_opinion = {
				modifier = pious_opinion
				opinion = 15
				target = root
			}
		}
	}

	
	option = { # behead the commander
		name = gpt_mig_event.0004.b
		trigger = { 
			scope:losing_commander = {
				is_alive = yes
				is_imprisoned = no 
			}
		}
		
		scope:losing_commander = {
			death = { 
				killer = root 
				death_reason = death_execution 
			}
		}
		
		
		stress_impact = {
			calm = major_stress_impact_loss
			wrathful = major_stress_impact_gain
		}
	}
	
	
	option = { # no penalty
		name = gpt_mig_event.0004.c
		
		add_piety = major_piety_loss
		
		stress_impact = {
			calm = major_stress_impact_gain
			wrathful = major_stress_impact_loss
		}
		
		add_legitimacy = -100
	}
	
}

gpt_mig_event.1005 = {
	hidden = yes
	scope = combat_side

	trigger = {
		# Check to ensure all needed scopes are valid
		exists = side_commander
		exists = combat
	}

	immediate = {
		root.side_commander = { 
			save_scope_as = unmotivated_commander
		}
		
		combat = {
			save_scope_as = current_combat
		}
	}
	
	option = { 		
		scope:unmotivated_commander = {
			liege_or_court_owner = {
				trigger_event = gpt_mig_event.0005
			}
		}
	}
}

gpt_mig_event.0005 = { #demotivated general
	type = character_event
	title = gpt_mig_event.0005.t
	desc = gpt_mig_event.0005.desc
	theme = war
	
	right_portrait = {
		character = scope:unmotivated_commander
		animation = dismissal
	}

	trigger = {
		NOT = { root = scope:unmotivated_commander }
	}

	immediate = {
		
	}
	
	option = { #oh no
		name = gpt_mig_event.0005a
		scope:unmotivated_commander = {
			add_character_modifier = { 
				modifier = commander_sabortage_army
				weeks = 2
			}
		}
	}	
}


gpt_mig_event.1006 = {
	hidden = yes
	scope = combat_side
	
	trigger = {
		exists = side_commander
		exists = enemy_side.side_primary_participant
	}
	
	immediate = {
	
		side_commander = { 
			save_scope_as = commander
		}
		
		enemy_side.side_primary_participant = { 
			save_scope_as = enemy_leader
		}
		
	}

	option = {
		scope:commander.liege_or_court_owner = {
			trigger_event = gpt_mig_event.0006
		}
	}
}

gpt_mig_event.0006 = { #commander_betray
	type = character_event
	title = gpt_mig_event.0006.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					has_imprisonment_reason = scope:commander
				}
				desc = gpt_mig_event.0006.desc.imprisonment
			}
			triggered_desc = {
				trigger = { 
					scope:commander = { is_close_or_extended_family_of = scope:enemy_leader }
				}
				desc = gpt_mig_event.0006.desc.family
			}
			desc = gpt_mig_event.0006.desc.lowopinion
		}
	}
	theme = war
	
	right_portrait = {
		character = scope:commander
		animation = marshal
	}
	
	left_portrait = {
		character = scope:enemy_leader
		animation = admiration
	}

	trigger = {
		NOT = { root = scope:commander }
		is_ai = no
	}

	immediate = {
		remove_courtier_or_guest = scope:commander 
		scope:enemy_leader = {
			add_courtier = scope:commander 
		}
		scope:commander = {
			add_trait = disloyal
		}
	}
	
	option = { #rival
		name = gpt_mig_event.0006.a
		set_relation_rival = scope:commander
		stress_impact = {
			forgiving = major_stress_impact_gain
			vengeful = major_stress_impact_loss
		}
	}
	option = { #no effect
		name = gpt_mig_event.0006.b
		stress_impact = {
			forgiving = major_stress_impact_loss
			vengeful = major_stress_impact_gain
		}
	}	
}

gpt_mig_event.2006 = { #warn betray
	hidden = yes
	scope = character_event
	
	trigger = {
		is_alive = yes
		liege_or_court_owner = { is_ai = no }
		NOT = { root = liege_or_court_owner }
	}
	
	immediate = {
	
		save_scope_as = betray_commander
		
		commanding_army = {
			save_scope_as = betray_army
		}
		
		add_character_flag = { 
			flag = betray_warned
			years = 10 
		}
		
	}

	option = {
		liege_or_court_owner = {
			trigger_event = gpt_mig_event.3006
		}
	}
}

gpt_mig_event.3006 = {
	type = character_event
	title = gpt_mig_event.3006.t
	theme = intrigue
	desc = gpt_mig_event.3006.desc
	
	right_portrait = {
		character = scope:spymaster
		animation = worry
	}
	
	lower_left_portrait = {
		character = scope:betray_commander
		animation = marshal
	}

	trigger = {
		exists = cp:councillor_spymaster
	}
	
	immediate = {
		cp:councillor_spymaster = { save_scope_as = spymaster }	
	}
	
	option = {
		name = gpt_mig_event.3006.a
	}
}


gpt_mig_event.2007 = {
	hidden = yes
	scope = character_event
	
	trigger = {
		is_alive = yes
		NOT = { root = liege_or_court_owner }
	}
	
	immediate = {
		save_scope_as = betray_commander
		
		commanding_army = {
			save_scope_as = betray_army
		}
	}

	option = {
		if = { 
			limit = { 
				liege_or_court_owner ={
					any_knight = {
						knight_army	 = root.commanding_army
						opinion = { target = root.liege_or_court_owner value > 50 }
					}
				}
			}									

			random_list = { 
				67 = { liege_or_court_owner = { trigger_event = gpt_mig_event.3007 }  }
				34 = { trigger_event = gpt_mig_event.1007 }
			}
		}
		else = {
			trigger_event = gpt_mig_event.1007 
		}
	}
}

gpt_mig_event.3007 = { #rebel fails
	type = character_event
	title = gpt_mig_event.3007.t
	theme = war
	desc = gpt_mig_event.3007.desc
	
	right_portrait = {
		character = scope:loyal_knight
		animation = celebrate_mace
	}
	
	left_portrait = {
		character = scope:betray_commander
		animation = worry
	}

	trigger = {
	}

	immediate = {
		random_knight = {
			limit = {
				knight_army	 = scope:betray_army
				opinion = { target = root value > 40 }
			}
			save_scope_as = loyal_knight
		}
		imprison = {
			target = scope:betray_commander
			type = house_arrest
		}
	}
	
	option = { 
		name = gpt_mig_event.3007.a
		reverse_add_opinion = { 
			modifier = hate_opinion
			opinion = -40
			target = scope:betray_commander
		}
	}
	
	option = { 
		name = gpt_mig_event.3007.b
		
		scope:betray_commander = {
			death = { 
				killer = root 
				death_reason = death_execution 
			}
		}
		add_dread = 25
	}
	
	option = { 
		name = gpt_mig_event.3007.c
		scope:betray_commander = {
			release_from_prison = yes
		}
		add_dread = -50
		reverse_add_opinion = { 
			modifier = pleased_opinion
			opinion = 60
			target = scope:betray_commander
		}
	}
}

gpt_mig_event.1007 = {  #rebel sucessful
	hidden = yes
	scope = character_event
	
	trigger = {
		is_alive = yes
		NOT = { root = liege_or_court_owner }
		trigger_if = { 
			limit = {
				is_landed = yes
			}
			can_declare_war = { 
				defender = liege_or_court_owner 
				casus_belli = claim_cb
				target_titles = { liege_or_court_owner.primary_title }
				claimant = this
			}
		}
	}
	
	immediate = {

		save_scope_as = betray_commander
		
		location = { save_scope_as = army_location }
		
		liege_or_court_owner = { save_scope_as = target_liege }
		
		if = {
			limit = { is_landed = no }
			liege_or_court_owner  = { remove_courtier_or_guest = scope:betray_commander }
			create_landless_adventurer_title_effect = {
				REASON = flag:succession
				FLAVOR_CHAR = scope:betray_commander
			}
			add_realm_law_skip_effects = camp_purpose_legitimists
		}		
	}

	option = {
		scope:target_liege = {
			if = {
				limit = {
					number_of_powerful_vassals >= 1
				}
				random_powerful_vassal = {
					save_scope_as = rnd_pow_vass
				}
			}
			trigger_event = gpt_mig_event.0007
		}
	}
}



gpt_mig_event.0007 = { #rebel
	type = character_event
	title = gpt_mig_event.0007.t
	theme = war
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					scope:betray_commander = { has_strong_claim_on = root.primary_title }
				}
				desc = gpt_mig_event.0007.desc.strongclaim
			}
			triggered_desc = {
				trigger = { 
					OR = {
						AND = {
							exists = scope:rnd_pow_vass
							NOT = { meets_legitimacy_expectation_of = scope:rnd_pow_vass }
						}
						sum_of_all_skills_value <= sum_of_all_skills_threshold_poor
						is_incapable = yes
						is_adult = no
					}
				}
				desc = gpt_mig_event.0007.desc.badruler
			}
			desc = gpt_mig_event.0007.desc.general
		}
	}
	
	right_portrait = {
		character = scope:betray_commander
		animation = aggressive_sword
	}
	
	left_portrait = {
		character = root
		animation = worry
	}

	trigger = {
		exists = scope:betray_commander
	}

	immediate = {
		scope:betray_commander = {
			start_war = { 
				casus_belli = claim_cb
				target = root
				claimant = scope:betray_commander
				target_title = root.primary_title
			}
			show_as_tooltip= {
				custom_tooltip = gpt_mig_event.0007.tt
			}
			commanding_army = {
				save_scope_as = betray_army
			}
			hidden_effect = {
				convert_commanding_army_to_rebel = { ARMY = scope:betray_army }
			}
		}
		primary_title = { save_scope_as = contested_title }
	}
	
	option = { #rival
		name = gpt_mig_event.0007.a
		set_relation_rival = scope:betray_commander
		stress_impact = {
			forgiving = major_stress_impact_gain
			vengeful = minor_stress_impact_loss
		}
	}
	
	option = { #no effect
		name = gpt_mig_event.0007.b
		stress_impact = {
			forgiving = minor_stress_impact_loss
			vengeful = major_stress_impact_gain
		}
	}		
}

gpt_mig_event.1008 = {#no step back
	hidden = yes
	scope = character_event
	
	trigger = {
	}
	
	immediate = {
		save_scope_as = commander
		
		commanding_army = {
			save_scope_as = army
		}
	}

	option = {
		liege_or_court_owner = {
			trigger_event = gpt_mig_event.0008
		}
	}
}

gpt_mig_event.0008 = { #no step back
	type = character_event
	title = gpt_mig_event.0008.t
	theme = war
	desc = gpt_mig_event.0008.desc
	
	right_portrait = {
		character = scope:commander
		animation = personality_honorable
	}

	trigger = {
		NOT = {root = scope:commander }
	}

	immediate = {
	}
	
	option = { #good
		name = gpt_mig_event.0008.a
		scope:commander = {
			add_character_modifier = {
				modifier = no_step_back
				years = 3
			}
			show_as_tooltip= {
				custom_tooltip = gpt_mig_event.0008.a.tt
				add_character_flag = {
					flag = no_step_back_swore
					years = 3
				}
				add_character_flag = { 
					flag = no_step_back
					years = 10 
				}
			}

		}
	}
	
	option = { #retreat if neccesry
		name = gpt_mig_event.0008.b
	}		
}










# events.txt

# Hidden event for Luck
gpt_mig_event.1077 = {
    hidden = yes
    scope = combat_side

    immediate = {
        root.side_commander = {
            save_scope_as = outnumbered_commander
        }
        combat = {
            save_scope_as = current_combat
        }
        enemy_side.side_commander = {
            save_scope_as = enemy_commander
        }
        
        root.side_commander.liege_or_court_owner = {
            trigger_event = {
                id = gpt_mig_event.0077
            }
        }
    }
}

# Hidden event for Resolve
gpt_mig_event.1078 = {
    hidden = yes
    scope = combat_side

    immediate = {
        root.side_commander = {
            save_scope_as = outnumbered_commander
        }
        combat = {
            save_scope_as = current_combat
        }
        enemy_side.side_commander = {
            save_scope_as = enemy_commander
        }
        
        root.side_commander.liege_or_court_owner = {
            trigger_event = {
                id = gpt_mig_event.0078
            }
        }
    }
}

# Hidden event for Strategy
gpt_mig_event.1079 = {
    hidden = yes
    scope = combat_side

    immediate = {
        root.side_commander = {
            save_scope_as = outnumbered_commander
        }
        combat = {
            save_scope_as = current_combat
        }
        enemy_side.side_commander = {
            save_scope_as = enemy_commander
        }
        
        root.side_commander.liege_or_court_owner = {
            trigger_event = {
                id = gpt_mig_event.0079
            }
        }
    }
}

# Hidden event for Miracle
gpt_mig_event.1080 = {
    hidden = yes
    scope = combat_side

    immediate = {
        root.side_commander = {
            save_scope_as = outnumbered_commander
        }
        combat = {
            save_scope_as = current_combat
        }
        enemy_side.side_commander = {
            save_scope_as = enemy_commander
        }
        
        root.side_commander.liege_or_court_owner = {
            trigger_event = {
                id = gpt_mig_event.0080
            }
        }
    }
}


# Player-facing event for Luck
gpt_mig_event.0077 = {
    type = character_event
    title = gpt_mig_event.0077.t
	desc = {
		random_valid = {
			desc = gpt_mig_event.0077.desc
			desc = gpt_mig_event.0077_v1.desc
			desc = gpt_mig_event.0077_v2.desc
			desc = gpt_mig_event.0077_v3.desc
			desc = gpt_mig_event.0077_v4.desc
			desc = gpt_mig_event.0077_v5.desc
		}
	}
    theme = battle

	trigger = {
		NOT = { has_character_flag = gpt_mig_divine_intervention }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_divine_intervention days = 180 }
	}

    left_portrait = {
        character = scope:outnumbered_commander
        animation = random_weapon_celebrate
    }
    right_portrait = {
        character = scope:enemy_commander
        animation = random_weapon_yield
    }

    option = {
        name = gpt_mig_event.0077.a
		scope:outnumbered_commander = {
			add_character_modifier = { 
                modifier = commander_lucky_stand
                days = 30
            }
		}
    }
}

# Player-facing event for Resolve
gpt_mig_event.0078 = {
    type = character_event
    title = gpt_mig_event.0078.t
    desc = {
		random_valid = {
			desc = gpt_mig_event.0078.desc
			desc = gpt_mig_event.0078_v1.desc
			desc = gpt_mig_event.0078_v2.desc
			desc = gpt_mig_event.0078_v3.desc
			desc = gpt_mig_event.0078_v4.desc
			desc = gpt_mig_event.0078_v5.desc
		}
	}
    theme = battle

	trigger = {
		NOT = { has_character_flag = gpt_mig_divine_intervention }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_divine_intervention days = 180 }
	}

    left_portrait = {
        character = scope:outnumbered_commander
        animation = random_weapon_celebrate
    }
    right_portrait = {
        character = scope:enemy_commander
        animation = random_weapon_yield
    }

    option = {
        name = gpt_mig_event.0078.a
		scope:outnumbered_commander = {
			add_character_modifier = { 
                modifier = commander_resolute_stand
                days = 30
            }
		}
    }
}

# Player-facing event for Strategy
gpt_mig_event.0079 = {
    type = character_event
    title = gpt_mig_event.0079.t
    desc = {
		random_valid = {
			desc = gpt_mig_event.0079.desc
			desc = gpt_mig_event.0079_v1.desc
			desc = gpt_mig_event.0079_v2.desc
			desc = gpt_mig_event.0079_v3.desc
			desc = gpt_mig_event.0079_v4.desc
			desc = gpt_mig_event.0079_v5.desc
		}
	}
    theme = battle

	trigger = {
		NOT = { has_character_flag = gpt_mig_divine_intervention }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_divine_intervention days = 180 }
	}

    left_portrait = {
        character = scope:outnumbered_commander
        animation = random_weapon_celebrate
    }
    right_portrait = {
        character = scope:enemy_commander
        animation = random_weapon_yield
    }

    option = {
        name = gpt_mig_event.0079.a
		scope:outnumbered_commander = {
			add_character_modifier = { 
                modifier = commander_strategic_stand
                days = 30
            }
		}
    }
}

# Player-facing event for Miracle
gpt_mig_event.0080 = {
    type = character_event
    title = gpt_mig_event.0080.t
    desc = {
		random_valid = {
			desc = gpt_mig_event.0080.desc
			desc = gpt_mig_event.0080_v1.desc
			desc = gpt_mig_event.0080_v2.desc
			desc = gpt_mig_event.0080_v3.desc
			desc = gpt_mig_event.0080_v4.desc
			desc = gpt_mig_event.0080_v5.desc
		}
	}
    theme = battle

	trigger = {
		NOT = { has_character_flag = gpt_mig_divine_intervention }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_divine_intervention days = 180 }
	}

    left_portrait = {
        character = scope:outnumbered_commander
        animation = random_weapon_celebrate
    }
    right_portrait = {
        character = scope:enemy_commander
        animation = random_weapon_yield
    }

    option = {
        name = gpt_mig_event.0080.a
		scope:outnumbered_commander = {
			add_character_modifier = { 
                modifier = commander_miraculous_stand
                days = 30
            }
		}
    }
}











namespace = gpt_mig_event_negative



# events.txt

# Hidden event for Luck
gpt_mig_event_negative.1077 = {
    hidden = yes
    scope = combat_side

    immediate = {
        root.side_commander = {
            save_scope_as = enemy_commander
        }
        combat = {
            save_scope_as = current_combat
        }
        enemy_side.side_commander = {
            save_scope_as = outnumbered_commander
        }
        
        root.side_commander.liege_or_court_owner = {
            trigger_event = {
                id = gpt_mig_event_negative.0077
            }
        }
    }
}

# Hidden event for Resolve
gpt_mig_event_negative.1078 = {
    hidden = yes
    scope = combat_side

    immediate = {
        root.side_commander = {
            save_scope_as = enemy_commander
        }
        combat = {
            save_scope_as = current_combat
        }
        enemy_side.side_commander = {
            save_scope_as = outnumbered_commander
        }
        
        root.side_commander.liege_or_court_owner = {
            trigger_event = {
                id = gpt_mig_event_negative.0078
            }
        }
    }
}

# Hidden event for Strategy
gpt_mig_event_negative.1079 = {
    hidden = yes
    scope = combat_side

    immediate = {
        root.side_commander = {
            save_scope_as = enemy_commander
        }
        combat = {
            save_scope_as = current_combat
        }
        enemy_side.side_commander = {
            save_scope_as = outnumbered_commander
        }
        
        root.side_commander.liege_or_court_owner = {
            trigger_event = {
                id = gpt_mig_event_negative.0079
            }
        }
    }
}

# Hidden event for Miracle
gpt_mig_event_negative.1080 = {
    hidden = yes
    scope = combat_side

    immediate = {
        root.side_commander = {
            save_scope_as = enemy_commander
        }
        combat = {
            save_scope_as = current_combat
        }
        enemy_side.side_commander = {
            save_scope_as = outnumbered_commander
        }
        
        root.side_commander.liege_or_court_owner = {
            trigger_event = {
                id = gpt_mig_event_negative.0080
            }
        }
    }
}


# Player-facing event for Luck
gpt_mig_event_negative.0077 = {
    type = character_event
    title = gpt_mig_event_negative.0077.t
	desc = {
		random_valid = {
			desc = gpt_mig_event_negative.0077.desc
			desc = gpt_mig_event_negative.0077_v1.desc
			desc = gpt_mig_event_negative.0077_v2.desc
			desc = gpt_mig_event_negative.0077_v3.desc
			desc = gpt_mig_event_negative.0077_v4.desc
			desc = gpt_mig_event_negative.0077_v5.desc
		}
	}
    theme = battle

	trigger = {
		NOT = { has_character_flag = gpt_mig_divine_intervention }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_divine_intervention days = 180 }
	}

    left_portrait = {
        character = scope:outnumbered_commander
        animation = random_weapon_celebrate
    }
    right_portrait = {
        character = scope:enemy_commander
        animation = random_weapon_yield
    }

    option = {
        name = gpt_mig_event_negative.0077.a
		scope:outnumbered_commander = {
			add_character_modifier = { 
                modifier = commander_lucky_stand
                days = 30
            }
		}
    }
}

# Player-facing event for Resolve
gpt_mig_event_negative.0078 = {
    type = character_event
    title = gpt_mig_event_negative.0078.t
    desc = {
		random_valid = {
			desc = gpt_mig_event_negative.0078.desc
			desc = gpt_mig_event_negative.0078_v1.desc
			desc = gpt_mig_event_negative.0078_v2.desc
			desc = gpt_mig_event_negative.0078_v3.desc
			desc = gpt_mig_event_negative.0078_v4.desc
			desc = gpt_mig_event_negative.0078_v5.desc
		}
	}
    theme = battle

	trigger = {
		NOT = { has_character_flag = gpt_mig_divine_intervention }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_divine_intervention days = 180 }
	}

    left_portrait = {
        character = scope:outnumbered_commander
        animation = random_weapon_celebrate
    }
    right_portrait = {
        character = scope:enemy_commander
        animation = random_weapon_yield
    }

    option = {
        name = gpt_mig_event_negative.0078.a
		scope:outnumbered_commander = {
			add_character_modifier = { 
                modifier = commander_resolute_stand
                days = 30
            }
		}
    }
}

# Player-facing event for Strategy
gpt_mig_event_negative.0079 = {
    type = character_event
    title = gpt_mig_event_negative.0079.t
	desc = {
		random_valid = {
			desc = gpt_mig_event_negative.0079.desc
			desc = gpt_mig_event_negative.0079_v1.desc
			desc = gpt_mig_event_negative.0079_v2.desc
			desc = gpt_mig_event_negative.0079_v3.desc
			desc = gpt_mig_event_negative.0079_v4.desc
			desc = gpt_mig_event_negative.0079_v5.desc
		}
	}
    theme = battle

	trigger = {
		NOT = { has_character_flag = gpt_mig_divine_intervention }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_divine_intervention days = 180 }
	}

    left_portrait = {
        character = scope:outnumbered_commander
        animation = random_weapon_celebrate
    }
    right_portrait = {
        character = scope:enemy_commander
        animation = random_weapon_yield
    }

    option = {
        name = gpt_mig_event_negative.0079.a
		scope:outnumbered_commander = {
			add_character_modifier = { 
                modifier = commander_strategic_stand
                days = 30
            }
		}
    }
}

# Player-facing event for Miracle
gpt_mig_event_negative.0080 = {
    type = character_event
    title = gpt_mig_event_negative.0080.t
	desc = {
		random_valid = {
			desc = gpt_mig_event_negative.0080.desc
			desc = gpt_mig_event_negative.0080_v1.desc
			desc = gpt_mig_event_negative.0080_v2.desc
			desc = gpt_mig_event_negative.0080_v3.desc
			desc = gpt_mig_event_negative.0080_v4.desc
			desc = gpt_mig_event_negative.0080_v5.desc
		}
	}
    theme = battle

	trigger = {
		NOT = { has_character_flag = gpt_mig_divine_intervention }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_divine_intervention days = 180 }
	}

    left_portrait = {
        character = scope:outnumbered_commander
        animation = random_weapon_celebrate
    }
    right_portrait = {
        character = scope:enemy_commander
        animation = random_weapon_yield
    }

    option = {
        name = gpt_mig_event_negative.0080.a
		scope:outnumbered_commander = {
			add_character_modifier = { 
                modifier = commander_miraculous_stand
                days = 30
            }
		}
    }
}




gpt_mig_event_negative.0011 = {
    type = character_event
    title = gpt_mig_event_negative.0011.t
    desc = {
		random_valid = {
			desc = gpt_mig_event_negative.0011_v0.desc
			desc = gpt_mig_event_negative.0011_v1.desc
			desc = gpt_mig_event_negative.0011_v2.desc
			desc = gpt_mig_event_negative.0011_v3.desc
			desc = gpt_mig_event_negative.0011_v4.desc
			desc = gpt_mig_event_negative.0011_v5.desc
			desc = gpt_mig_event_negative.0011_v6.desc
			desc = gpt_mig_event_negative.0011_v7.desc
		}
	}
    theme = battle

    immediate = {
		every_army = {
			limit = {
				OR = {
					AND = {
						exists = location
						exists = location.county
						exists = location.county
						location = { is_occupied = no }
						location.county.holder = { is_ai = no is_at_war_with = root }
					}
					AND = {
						exists = location
						exists = location.county
						exists = location.county.holder
						location = { is_occupied = no }
						location.county.holder = { any_liege_or_above = { is_at_war_with = root } }
					}
				}
			}
			deplete_army_by_percentage = 0.1
		}
		add_prestige = {
			value = 50
			add = {
				value = years_from_game_start
				divide = 4
			}
			multiply = -1
		}
	}

    right_portrait = {
        character = scope:gpt_mig_invading_army_commander
        animation = severelywounded
    }
	
    option = {
        name = gpt_mig_event_negative.0011.a
    }
}

gpt_mig_event_negative.0021 = {
    type = character_event
    title = gpt_mig_event_negative.0021.t
    desc = {
		random_valid = {
			desc = gpt_mig_event_negative.0021_v0.desc
			desc = gpt_mig_event_negative.0021_v1.desc
			desc = gpt_mig_event_negative.0021_v2.desc
			desc = gpt_mig_event_negative.0021_v3.desc
			desc = gpt_mig_event_negative.0021_v4.desc
			desc = gpt_mig_event_negative.0021_v5.desc
			desc = gpt_mig_event_negative.0021_v6.desc
			desc = gpt_mig_event_negative.0021_v7.desc
		}
	}
    theme = war

    immediate = {
		every_army = {
			limit = {
				OR = {
					location.county.holder = { is_at_war_with = root }
					location.county.holder = { any_liege_or_above = { is_at_war_with = root } }
				}
			}
			deplete_army_by_percentage = 0.1
		}
		add_prestige = {
			value = 50
			add = {
				value = years_from_game_start
				divide = 4
			}
			multiply = -1
		}
	}

    right_portrait = {
        character = scope:gpt_mig_invading_army_commander
        animation = disappointed
    }
	
    option = {
        name = gpt_mig_event_negative.0021.a
    }
}

namespace = gpt_mig_event_positive

gpt_mig_event_positive.0011 = {
    type = character_event
    title = gpt_mig_event_positive.0011.t
    desc = {
		random_valid = {
			desc = gpt_mig_event_positive.0011_v0.desc
			desc = gpt_mig_event_positive.0011_v1.desc
			desc = gpt_mig_event_positive.0011_v2.desc
			desc = gpt_mig_event_positive.0011_v3.desc
			desc = gpt_mig_event_positive.0011_v4.desc
			desc = gpt_mig_event_positive.0011_v5.desc
			desc = gpt_mig_event_positive.0011_v6.desc
			desc = gpt_mig_event_positive.0011_v7.desc
		}
	}
    theme = war

    immediate = {
		every_army = {
			limit = {
				OR = {
					AND = {
						exists = location
						exists = location.county
						exists = location.county
						location = { is_occupied = no }
						location.county.holder = { is_ai = no is_at_war_with = root }
					}
					AND = {
						exists = location
						exists = location.county
						exists = location.county.holder
						location = { is_occupied = no }
						location.county.holder = { any_liege_or_above = { is_at_war_with = root } }
					}
				}
			}
			every_army_maa_regiment = {
				limit = {
					maa_current_troops_count < maa_max_troops_count
				}
				change_maa_troops_count = {
					value = maa_max_troops_count
					divide = 10
				}
			}
		}
		add_prestige = {
			value = 50
			add = {
				value = years_from_game_start
				divide = 4
			}
		}
	}

    right_portrait = {
        character = scope:gpt_mig_invading_army_commander
        animation = drink
    }
	
    option = {
        name = gpt_mig_event_positive.0011.a
    }
}

gpt_mig_event_positive.0021 = {
    type = character_event
    title = gpt_mig_event_positive.0021.t
    desc = {
		random_valid = {
			desc = gpt_mig_event_positive.0021_v0.desc
			desc = gpt_mig_event_positive.0021_v1.desc
			desc = gpt_mig_event_positive.0021_v2.desc
			desc = gpt_mig_event_positive.0021_v3.desc
			desc = gpt_mig_event_positive.0021_v4.desc
			desc = gpt_mig_event_positive.0021_v5.desc
			desc = gpt_mig_event_positive.0021_v6.desc
			desc = gpt_mig_event_positive.0021_v7.desc
		}
	}
    theme = war

    immediate = {
		every_army = {
			limit = {
				OR = {
					location.county.holder = { is_at_war_with = root }
					location.county.holder = { any_liege_or_above = { is_at_war_with = root } }
				}
			}
			every_army_maa_regiment = {
				limit = {
					maa_current_troops_count < maa_max_troops_count
				}
				change_maa_troops_count = {
					value = maa_max_troops_count
					divide = 10
				}
			}
		}
		add_prestige = {
			value = 50
			add = {
				value = years_from_game_start
				divide = 4
			}
		}
	}

    right_portrait = {
        character = scope:gpt_mig_invading_army_commander
        animation = war_over_win
    }
	
    option = {
        name = gpt_mig_event_positive.0021.a
    }
}

namespace = gpt_mig_event_defensive_negative

gpt_mig_event_defensive_negative.0011 = {
    type = character_event
    title = gpt_mig_event_defensive_negative.0011.t
    desc = {
		random_valid = {
			desc = gpt_mig_event_defensive_negative.0011_v0.desc
			desc = gpt_mig_event_defensive_negative.0011_v1.desc
			desc = gpt_mig_event_defensive_negative.0011_v2.desc
			desc = gpt_mig_event_defensive_negative.0011_v3.desc
			desc = gpt_mig_event_defensive_negative.0011_v4.desc
			desc = gpt_mig_event_defensive_negative.0011_v5.desc
			desc = gpt_mig_event_defensive_negative.0011_v6.desc
			desc = gpt_mig_event_defensive_negative.0011_v7.desc
		}
	}
    theme = martial_strategy_focus

	trigger = {
		NOT = { has_character_flag = gpt_mig_invading_army_cooldown }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_invading_army_cooldown days = 180 }
		scope:gpt_mig_army_owner = { 
			every_army = {
				limit = {
					OR = {
						AND = {
							exists = location
							exists = location.county
							exists = location.county
							location = { is_occupied = no }
							location.county.holder = { this = scope:gpt_mig_player }
						}
						AND = {
							exists = location
							exists = location.county
							exists = location.county.holder
							location = { is_occupied = no }
							location.county.holder = { any_liege_or_above = { this = scope:gpt_mig_player } }
						}
					}
				}
				deplete_army_by_percentage = 0.1
			}
			add_prestige = {
				value = 50
				add = {
					value = years_from_game_start
					divide = 4
				}
				multiply = -1
			}
		}
	}

    right_portrait = {
        character = scope:gpt_mig_player
        animation = chess_certain_win
    }
	left_portrait = {
        character = scope:gpt_mig_army_owner
        animation = dismissal
    }
	
    option = {
        name = gpt_mig_event_defensive_negative.0011.a
    }
}

gpt_mig_event_defensive_negative.0021 = {
    type = character_event
    title = gpt_mig_event_defensive_negative.0021.t
    desc = {
		random_valid = {
			desc = gpt_mig_event_defensive_negative.0021_v0.desc
			desc = gpt_mig_event_defensive_negative.0021_v1.desc
			desc = gpt_mig_event_defensive_negative.0021_v2.desc
			desc = gpt_mig_event_defensive_negative.0021_v3.desc
			desc = gpt_mig_event_defensive_negative.0021_v4.desc
			desc = gpt_mig_event_defensive_negative.0021_v5.desc
			desc = gpt_mig_event_defensive_negative.0021_v6.desc
			desc = gpt_mig_event_defensive_negative.0021_v7.desc
		}
	}
    theme = martial_strategy_focus

	trigger = {
		NOT = { has_character_flag = gpt_mig_invading_army_cooldown }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_invading_army_cooldown days = 180 }
		scope:gpt_mig_army_owner = { 
			every_army = {
				limit = {
					OR = {
						location.county.holder = { this = scope:gpt_mig_player }
						location.county.holder = { any_liege_or_above = { this = scope:gpt_mig_player } }
					}
				}
				deplete_army_by_percentage = 0.1
			}
			add_prestige = {
				value = 50
				add = {
					value = years_from_game_start
					divide = 4
				}
				multiply = -1
			}
		}
	}

    right_portrait = {
        character = scope:gpt_mig_player
        animation = chess_certain_win
    }
	left_portrait = {
        character = scope:gpt_mig_army_owner
        animation = dismissal
    }
	
    option = {
        name = gpt_mig_event_defensive_negative.0021.a
    }
}

namespace = gpt_mig_event_defensive_positive

gpt_mig_event_defensive_positive.0011 = {
    type = character_event
    title = gpt_mig_event_defensive_positive.0011.t
    desc = {
		random_valid = {
			desc = gpt_mig_event_defensive_positive.0011_v0.desc
			desc = gpt_mig_event_defensive_positive.0011_v1.desc
			desc = gpt_mig_event_defensive_positive.0011_v2.desc
			desc = gpt_mig_event_defensive_positive.0011_v3.desc
			desc = gpt_mig_event_defensive_positive.0011_v4.desc
			desc = gpt_mig_event_defensive_positive.0011_v5.desc
			desc = gpt_mig_event_defensive_positive.0011_v6.desc
			desc = gpt_mig_event_defensive_positive.0011_v7.desc
		}
	}
    theme = martial_strategy_focus

	trigger = {
		NOT = { has_character_flag = gpt_mig_invading_army_cooldown }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_invading_army_cooldown days = 180 }
		scope:gpt_mig_army_owner = { 
			every_army = {
				limit = {
					OR = {
						AND = {
							exists = location
							exists = location.county
							exists = location.county
							location = { is_occupied = no }
							location.county.holder = { this = scope:gpt_mig_player }
						}
						AND = {
							exists = location
							exists = location.county
							exists = location.county.holder
							location = { is_occupied = no }
							location.county.holder = { any_liege_or_above = { this = scope:gpt_mig_player } }
						}
					}
				}
				every_army_maa_regiment = {
					limit = {
						maa_current_troops_count < maa_max_troops_count
					}
					change_maa_troops_count = {
						value = maa_max_troops_count
						divide = 10
					}
				}
			}
			add_prestige = {
				value = 50
				add = {
					value = years_from_game_start
					divide = 4
				}
			}
		}
	}

    right_portrait = {
        character = scope:gpt_mig_player
        animation = stayback
    }
	left_portrait = {
        character = scope:gpt_mig_army_owner
        animation = marshal_random_weapon
    }
	
    option = {
        name = gpt_mig_event_defensive_positive.0011.a
    }
}

gpt_mig_event_defensive_positive.0021 = {
    type = character_event
    title = gpt_mig_event_defensive_positive.0021.t
    desc = {
		random_valid = {
			desc = gpt_mig_event_defensive_positive.0021_v0.desc
			desc = gpt_mig_event_defensive_positive.0021_v1.desc
			desc = gpt_mig_event_defensive_positive.0021_v2.desc
			desc = gpt_mig_event_defensive_positive.0021_v3.desc
			desc = gpt_mig_event_defensive_positive.0021_v4.desc
			desc = gpt_mig_event_defensive_positive.0021_v5.desc
			desc = gpt_mig_event_defensive_positive.0021_v6.desc
			desc = gpt_mig_event_defensive_positive.0021_v7.desc
		}
	}
    theme = martial_strategy_focus

	trigger = {
		NOT = { has_character_flag = gpt_mig_invading_army_cooldown }
	}

    immediate = {
		add_character_flag = { flag = gpt_mig_invading_army_cooldown days = 180 }
		scope:gpt_mig_army_owner = { 
			every_army = {
				limit = {
					OR = {
						location.county.holder = { this = scope:gpt_mig_player }
						location.county.holder = { any_liege_or_above = { this = scope:gpt_mig_player } }
					}
				}
				every_army_maa_regiment = {
					limit = {
						maa_current_troops_count < maa_max_troops_count
					}
					change_maa_troops_count = {
						value = maa_max_troops_count
						divide = 10
					}
				}
			}
			add_prestige = {
				value = 50
				add = {
					value = years_from_game_start
					divide = 4
				}
			}
		}
	}

    right_portrait = {
        character = scope:gpt_mig_player
        animation = stayback
    }
	left_portrait = {
        character = scope:gpt_mig_army_owner
        animation = marshal_random_weapon
    }
	
    option = {
        name = gpt_mig_event_defensive_positive.0021.a
    }
}





namespace = gpt_mig_occupation_event

gpt_mig_occupation_event.0001 = {
	type = character_event
    title = gpt_mig_occupation_event.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0001_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0001_V2.desc
			}
		}
	}
    theme = dungeon

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
		create_character = {
			location = scope:gpt_mig_knight_governor.location
			gender_female_chance = 100
			faith = scope:county.faith
			culture = scope:county.culture
			age = { 16 21 }
			random_traits_list = {
				count = 1
				beauty_good_2 = {}
				beauty_good_3 = {}
			}
			dynasty = none
			random_traits = yes
			save_scope_as = gpt_mig_captured_girl
		}
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = thinking
    }
	left_portrait = {
        character = scope:gpt_mig_captured_girl
        animation = prisondungeon
    }
	
    option = { # Accept the girl as a prisoner
        name = gpt_mig_occupation_event.0001.a
		stress_impact = {
			lustful = -12
		}
		gptc_wrathful_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		prisoner_of_war_capture_effect = {
			IMPRISONER = root
			TARGET = scope:gpt_mig_captured_girl
		}
    }
	option = { # Let the men decide what to do with the girl, raising army morale
        name = gpt_mig_occupation_event.0001.b
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		hidden_effect = { scope:gpt_mig_captured_girl = { death = { death_reason = death_disappearance } } }
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
		add_dread = 10
    }
	option = { # Demand that the girl be released immediately
        name = gpt_mig_occupation_event.0001.c
		gptc_just_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		hidden_effect = { scope:gpt_mig_captured_girl = { death = { death_reason = death_disappearance } } }
		scope:gpt_mig_knight_governor = {
			add_opinion = {
				modifier = refusal_opinion
				target = root
				opinion = -10
			}
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 6
			min = 30
			max = 150
		}
		add_dread = -10
    }
}

gpt_mig_occupation_event.0002 = {
	type = character_event
    title = gpt_mig_occupation_event.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0002_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0002_V2.desc
			}
		}
	}
    theme = stewardship_wealth_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = throne_room_bow_1
    }
	left_portrait = {
        character = root
        animation = chess_cocky
    }
	
    option = { 
        name = gpt_mig_occupation_event.0002.a
		gptc_greedy_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		if = {
			limit = { has_treasury = yes }
			add_treasury = {
				value = monthly_character_income
				multiply = 8
				min = 40
				max = 200
			}
		}
		else = {
			add_gold = {
				value = monthly_character_income
				multiply = 8
				min = 40
				max = 200
			}
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 4
			min = 20
			max = 100
			multiply = -1
		}
		add_dread = 5
    }
	option = {
        name = gpt_mig_occupation_event.0002.b
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
		add_dread = 10
    }
	option = { 
        name = gpt_mig_occupation_event.0002.c
		gptc_zealous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		add_piety = { 
			value = monthly_character_income
			multiply = 6
			min = 60
			max = 300
		}
		add_dread = -10
    }
}

gpt_mig_occupation_event.0003 = {
	type = character_event
    title = gpt_mig_occupation_event.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0003_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0003_V2.desc
			}
		}
	}
    theme = intrigue_intimidation_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = worry
    }
	left_portrait = {
        character = root
        animation = war_defender
    }
	
    option = {
        name = gpt_mig_occupation_event.0003.a
		gptc_zealous_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 6
			min = 30
			max = 150
			multiply = -1
		}
		add_dread = 10
    }
	option = {
        name = gpt_mig_occupation_event.0003.b
		gptc_calm_opinion_gain_effect = yes
		gptc_wrathful_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_loss
			years = 2
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 3
			min = 15
			max = 75
			multiply = -1
		}
		add_dread = 15
    }
	option = { 
        name = gpt_mig_occupation_event.0003.c
		gptc_forgiving_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		if = {
			limit = { has_treasury = yes }
			remove_treasury = {
				value = monthly_character_income
				multiply = 6
				min = 30
				max = 150
			}
		}
		else = {
			remove_short_term_gold = {
				value = monthly_character_income
				multiply = 6
				min = 30
				max = 150
			}
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 10
			min = 50
			max = 250
		}
		add_dread = -10
    }
}

gpt_mig_occupation_event.0004 = {
	type = character_event
    title = gpt_mig_occupation_event.0004.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0004_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0004_V2.desc
			}
		}
	}
    theme = learning_scholarship_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = throne_room_messenger_1
    }
	left_portrait = {
        character = root
        animation = page_flipping
    }
	
    option = {
        name = gpt_mig_occupation_event.0004.a
		gptc_craven_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_old_knowledge
			years = 5
		}
		add_dread = -10
    }
	option = {
        name = gpt_mig_occupation_event.0004.b
		gptc_brave_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 6
			min = 30
			max = 150
		}
    }
	option = { 
        name = gpt_mig_occupation_event.0004.c
		gptc_zealous_opinion_gain_effect = yes
		gptc_calm_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_clergy_approval
			years = 5
		}
		add_dread = 10
    }
}

gpt_mig_occupation_event.0005 = {
	type = character_event
    title = gpt_mig_occupation_event.0005.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0005_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0005_V2.desc
			}
		}
	}
    theme = dungeon

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		exists = scope:gpt_mig_captured_noble
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
		scope:gpt_mig_captured_noble = {
			is_alive = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = menacing
    }
	left_portrait = {
        character = scope:gpt_mig_captured_noble
        animation = prisondungeon
    }
	
    option = {
        name = gpt_mig_occupation_event.0005.a
		gptc_diligent_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		prisoner_of_war_capture_effect = {
			IMPRISONER = root
			TARGET = scope:gpt_mig_captured_noble
		}
    }
	option = {
        name = gpt_mig_occupation_event.0005.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_loss
			years = 2
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 12
			min = 60
			max = 300
		}
		add_dread = -10
    }
	option = { 
        name = gpt_mig_occupation_event.0005.c
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		hidden_effect = { scope:gpt_mig_captured_noble = { death = { death_reason = death_execution killer = root } } }
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 6
			min = 30
			max = 150
			multiply = -1
		}
		add_dread = 20
		add_tyranny = 7
    }
}

gpt_mig_occupation_event.0006 = {
	type = character_event
    title = gpt_mig_occupation_event.0006.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0006_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0006_V2.desc
			}
		}
	}
    theme = stewardship_wealth_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = personality_callous
    }
	left_portrait = {
        character = root
        animation = thinking
    }
	
    option = { 
        name = gpt_mig_occupation_event.0006.a
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 6
			min = 30
			max = 150
			multiply = -1
		}
		add_dread = 10
    }
	option = {
        name = gpt_mig_occupation_event.0006.b
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_great_loss
			years = 3
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 12
			min = 60
			max = 300
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 6
			min = 30
			max = 150
		}
		add_dread = -10
    }
	option = { 
        name = gpt_mig_occupation_event.0006.c
		gptc_lazy_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_loss
			years = 2
		}
    }
}




gpt_mig_occupation_event.0007 = {
	type = character_event
    title = gpt_mig_occupation_event.0007.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0007_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0007_V2.desc
			}
		}
	}
    theme = stewardship_domain_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
		create_character = {
			location = scope:gpt_mig_knight_governor.location
			gender_female_chance = 0
			faith = scope:county.faith
			culture = scope:county.culture
			age = { 21 48 }
			random_traits_list = {
				count = 1
				diligent = {}
			}
			dynasty = none
			random_traits = yes
			save_scope_as = gpt_mig_blacksmith
		}
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = personality_bold
    }
	left_portrait = {
        character = scope:gpt_mig_blacksmith
        animation = worry
    }
	
    option = {
        name = gpt_mig_occupation_event.0007.a
		gptc_diligent_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_equipment_boost
			years = 3
		}
		hidden_effect = { 
			scope:gpt_mig_blacksmith = { 
				add_trait = lifestyle_blademaster 
			} 
		}
    }
	option = {
        name = gpt_mig_occupation_event.0007.b
		gptc_shy_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		if = {
			limit = { has_treasury = yes }
			add_treasury = {
				value = monthly_character_income
				multiply = 8
				min = 40
				max = 200
			}
		}
		else = {
			add_gold = {
				value = monthly_character_income
				multiply = 8
				min = 40
				max = 200
			}
		}
		hidden_effect = { scope:gpt_mig_blacksmith = { death = { death_reason = death_disappearance } } }
    }
	option = { 
        name = gpt_mig_occupation_event.0007.c
		gptc_vengeful_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		hidden_effect = { scope:gpt_mig_blacksmith = { death = { death_reason = death_execution killer = root } } }
		add_dread = 20
		add_tyranny = 5
    }
}

gpt_mig_occupation_event.0008 = {
	type = character_event
    title = gpt_mig_occupation_event.0008.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0008_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0008_V2.desc
			}
		}
	}
    theme = learning_medicine_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
		create_character = {
			location = scope:gpt_mig_knight_governor.location
			gender_female_chance = 40
			faith = scope:county.faith
			culture = scope:county.culture
			age = { 21 48 }
			random_traits_list = {
				count = 2
				education_learning_3 = {}
				lifestyle_physician = {}
			}
			dynasty = none
			random_traits = yes
			save_scope_as = gpt_mig_healer
		}
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = thinking
    }
	left_portrait = {
        character = scope:gpt_mig_healer
        animation = prisonhouse
    }
	
    option = {
        name = gpt_mig_occupation_event.0008.a
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_health_boost
			years = 3
		}
		hidden_effect = { 
			scope:gpt_mig_healer = { 
				set_employer = root 
			} 
		}
		add_tyranny = 5
    }
	option = {
        name = gpt_mig_occupation_event.0008.b
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		if = {
			limit = { has_treasury = yes }
			remove_treasury = {
				value = monthly_character_income
				multiply = 8
				min = 40
				max = 200
			}
		}
		else = {
			remove_short_term_gold = {
				value = monthly_character_income
				multiply = 8
				min = 40
				max = 200
			}
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 80
			min = 40
			max = 200
		}
		add_character_modifier = {
			modifier = gpt_mig_army_health_boost
			years = 3
		}
    }
	option = { 
        name = gpt_mig_occupation_event.0008.c
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		hidden_effect = { scope:gpt_mig_healer = { death = { death_reason = death_disappearance } } }
    }
}

gpt_mig_occupation_event.0009 = {
	type = character_event
    title = gpt_mig_occupation_event.0009.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0009_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0009_V2.desc
			}
		}
	}
    theme = realm

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = worry
    }
	left_portrait = {
        character = root
        animation = thinking
    }
	
    option = {
        name = gpt_mig_occupation_event.0009.a
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_loss
			years = 1
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 12
			min = 60
			max = 300
		}
    }
	option = {
        name = gpt_mig_occupation_event.0009.b
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
		add_dread = 10
		add_tyranny = 7
    }
	option = { 
        name = gpt_mig_occupation_event.0009.c
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
    }
}

gpt_mig_occupation_event.0010 = {
	type = character_event
    title = gpt_mig_occupation_event.0010.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0010_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0010_V2.desc
			}
		}
	}
    theme = stewardship_wealth_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
		create_character = {
			location = scope:gpt_mig_knight_governor.location
			gender_female_chance = 30
			faith = scope:county.faith
			culture = scope:county.culture
			age = { 21 48 }
			random_traits_list = {
				count = 2
				education_stewardship_3 = {}
				shrewd = {}
			}
			dynasty = none
			random_traits = yes
			save_scope_as = gpt_mig_merchant
		}
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = thinking
    }
	left_portrait = {
        character = scope:gpt_mig_merchant
        animation = beg
    }
	
    option = {
        name = gpt_mig_occupation_event.0010.a
		gptc_greedy_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		if = {
			limit = { has_treasury = yes }
			add_treasury = {
				value = monthly_character_income
				multiply = 12
				min = 60
				max = 300
			}
		}
		else = {
			add_gold = {
				value = monthly_character_income
				multiply = 12
				min = 60
				max = 300
			}
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 12
			min = 60
			max = 300
			multiply = -1
		}
    }
	option = {
        name = gpt_mig_occupation_event.0010.b
		gptc_just_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_trade_revenue
			years = 3
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 4
			min = 20
			max = 100
		}
    }
	option = { 
        name = gpt_mig_occupation_event.0010.c
		gptc_diligent_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 1
		}
		add_dread = 5
    }
}

gpt_mig_occupation_event.0011 = {
	type = character_event
    title = gpt_mig_occupation_event.0011.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0011_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0011_V2.desc
			}
		}
	}
    theme = war

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = war_attacker
    }
	left_portrait = {
        character = root
        animation = chess_cocky
    }
	
    option = {
        name = gpt_mig_occupation_event.0011.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
		add_dread = 5
		add_tyranny = 5
    }
	option = {
        name = gpt_mig_occupation_event.0011.b
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		if = {
			limit = { has_treasury = yes }
			add_treasury = {
				value = monthly_character_income
				multiply = 10
				min = 30
				max = 150
			}
		}
		else = {
			add_gold = {
				value = monthly_character_income
				multiply = 10
				min = 30
				max = 150
			}
		}
    }
	option = { 
        name = gpt_mig_occupation_event.0011.c
		gptc_generous_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		add_prestige = { 
			value = monthly_character_income
			multiply = 10
			min = 50
			max = 250
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 4
			min = 20
			max = 100
		}
		add_dread = -5
    }
}

gpt_mig_occupation_event.0012 = {
	type = character_event
    title = gpt_mig_occupation_event.0012.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0012_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0012_V2.desc
			}
		}
	}
    theme = physical_health

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = fear
    }
	left_portrait = {
        character = root
        animation = war_defender
    }
	
    option = {
        name = gpt_mig_occupation_event.0012.a
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 8
			min = 40
			max = 200
		}
		if = {
			limit = { has_treasury = yes }
			remove_treasury = {
				value = monthly_character_income
				multiply = 10
				min = 50
				max = 250
			}
		}
		else = {
			remove_short_term_gold = {
				value = monthly_character_income
				multiply = 10
				min = 50
				max = 250
			}
		}
    }
	option = {
        name = gpt_mig_occupation_event.0012.b
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_health_boost
			years = 2
		}
		add_dread = 5
    }
	option = { 
        name = gpt_mig_occupation_event.0012.c
		gptc_wrathful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		add_dread = 20
		add_tyranny = 5
    }
}

gpt_mig_occupation_event.0013 = {
	type = character_event
    title = gpt_mig_occupation_event.0013.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0013_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0013_V2.desc
			}
		}
	}
    theme = war

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = throne_room_bow_1
    }
	left_portrait = {
        character = root
        animation = chess_cocky
    }
	
    option = {
        name = gpt_mig_occupation_event.0013.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
		add_dread = 10
		add_piety = { 
			value = monthly_character_income
			multiply = 4
			min = 25
			max = 125
			multiply = -1
		}
    }
	option = {
        name = gpt_mig_occupation_event.0013.b
		gptc_diligent_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
    }
	option = { 
        name = gpt_mig_occupation_event.0013.c
		gptc_just_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_loss
			years = 2
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 12
			min = 60
			max = 300
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 8
			min = 40
			max = 200
		}
		add_dread = -10
    }
}

gpt_mig_occupation_event.0014 = {
	type = character_event
    title = gpt_mig_occupation_event.0014.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0014_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0014_V2.desc
			}
		}
	}
    theme = intrigue_intimidation_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
		create_character = {
			location = scope:gpt_mig_knight_governor.location
			gender_female_chance = 0
			faith = scope:county.faith
			culture = scope:county.culture
			age = { 21 48 }
			dynasty = none
			random_traits = yes
			save_scope_as = gpt_mig_collaborator
		}
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = menacing
    }
	left_portrait = {
        character = scope:gpt_mig_collaborator
        animation = beg
    }
	
    option = {
        name = gpt_mig_occupation_event.0014.a
		gptc_cynical_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_intelligence_network
			years = 3
		}
		hidden_effect = { 
			scope:gpt_mig_collaborator = { 
				set_employer = root 
			} 
		}
    }
	option = {
        name = gpt_mig_occupation_event.0014.b
		gptc_just_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		add_prestige = { 
			value = monthly_character_income
			multiply = 10
			min = 50
			max = 250
		}
		hidden_effect = { scope:gpt_mig_collaborator = { death = { death_reason = death_disappearance } } }
    }
	option = { 
        name = gpt_mig_occupation_event.0014.c
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_intelligence_network
			years = 3
		}
		hidden_effect = { scope:gpt_mig_collaborator = { death = { death_reason = death_disappearance } } }
		add_dread = 10
    }
}

gpt_mig_occupation_event.0015 = {
	type = character_event
    title = gpt_mig_occupation_event.0015.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0015_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0015_V2.desc
			}
		}
	}
    theme = intrigue_intimidation_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
		create_character = {
			location = scope:gpt_mig_knight_governor.location
			gender_female_chance = 30
			faith = scope:county.faith
			culture = scope:county.culture
			age = { 21 48 }
			dynasty = none
			random_traits = yes
			save_scope_as = gpt_mig_messenger
		}
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = thinking
    }
	left_portrait = {
        character = scope:gpt_mig_messenger
        animation = fear
    }
	
	option = {
        name = gpt_mig_occupation_event.0015.b
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_military_intelligence
			years = 1
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 6
			min = 30
			max = 150
		}
		add_dread = -5
    }
    option = {
        name = gpt_mig_occupation_event.0015.a
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_military_intelligence
			years = 2
		}
		add_tyranny = 5
    }
	option = { 
        name = gpt_mig_occupation_event.0015.c
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_military_intelligence
			years = 3
		}
		add_dread = 10
		add_prestige = { 
			value = monthly_character_income
			multiply = 10
			min = 50
			max = 250
			multiply = -1
		}
		add_tyranny = 5
    }
}

gpt_mig_occupation_event.0016 = {
	type = character_event
    title = gpt_mig_occupation_event.0016.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0016_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0016_V2.desc
			}
		}
	}
    theme = fabricate_hook_scheme

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
		create_character = {
			location = scope:gpt_mig_knight_governor.location
			gender_female_chance = 0
			faith = scope:county.faith
			culture = scope:county.culture
			age = { 21 48 }
			dynasty = none
			random_traits = yes
			save_scope_as = gpt_mig_forger
		}
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = menacing
    }
	left_portrait = {
        character = scope:gpt_mig_forger
        animation = fear
    }
	
    option = {
        name = gpt_mig_occupation_event.0016.a
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_counterfeiting_operation
			years = 3
		}
		hidden_effect = { 
			scope:gpt_mig_forger = { 
				set_employer = root 
			} 
		}
    }
	option = {
        name = gpt_mig_occupation_event.0016.b
		gptc_just_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		add_prestige = { 
			value = monthly_character_income
			multiply = 8
			min = 40
			max = 200
		}
		add_dread = 10
		hidden_effect = { scope:gpt_mig_forger = { death = { death_reason = death_execution killer = root } } }
    }
	option = { 
        name = gpt_mig_occupation_event.0016.c
		gptc_diligent_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		if = {
			limit = { has_treasury = yes }
			add_treasury = {
				value = monthly_character_income
				multiply = 4
				min = 20
				max = 100
			}
		}
		else = {
			add_gold = {
				value = monthly_character_income
				multiply = 4
				min = 20
				max = 100
			}
		}
		prisoner_of_war_capture_effect = {
			IMPRISONER = root
			TARGET = scope:gpt_mig_forger
		}
    }
}

gpt_mig_occupation_event.0017 = {
	type = character_event
    title = gpt_mig_occupation_event.0017.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0017_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0017_V2.desc
			}
		}
	}
    theme = hunt_activity

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = fear
    }
	left_portrait = {
        character = root
        animation = interested
    }
	
    option = {
        name = gpt_mig_occupation_event.0017.a
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 1
		}
		if = {
			limit = { has_treasury = yes }
			remove_treasury = {
				value = monthly_character_income
				multiply = 4
				min = 20
				max = 100
			}
		}
		else = {
			remove_short_term_gold = {
				value = monthly_character_income
				multiply = 4
				min = 20
				max = 100
			}
		}
    }
	option = {
        name = gpt_mig_occupation_event.0017.b
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		if = {
			limit = { has_treasury = yes }
			remove_treasury = {
				value = monthly_character_income
				multiply = 6
				min = 30
				max = 150
			}
		}
		else = {
			remove_short_term_gold = {
				value = monthly_character_income
				multiply = 6
				min = 30
				max = 150
			}
		}
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
    }
	option = { 
        name = gpt_mig_occupation_event.0017.c
		gptc_wrathful_opinion_gain_effect = yes
		gptc_calm_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_loss
			years = 2
		}
    }
}

gpt_mig_occupation_event.0018 = {
	type = character_event
    title = gpt_mig_occupation_event.0018.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0018_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0018_V2.desc
			}
		}
	}
    theme = learning_scholarship_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
		create_character = {
			location = scope:gpt_mig_knight_governor.location
			gender_female_chance = 0
			faith = scope:county.faith
			culture = scope:county.culture
			age = { 21 48 }
			dynasty = none
			random_traits = yes
			save_scope_as = gpt_mig_architect
		}
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = thinking
    }
	left_portrait = {
        character = scope:gpt_mig_architect
        animation = beg
    }
	
    option = {
        name = gpt_mig_occupation_event.0018.a
		gptc_wrathful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_siege_knowledge
			years = 3
		}
		add_dread = 15
		add_tyranny = 7
		hidden_effect = { scope:gpt_mig_architect = { death = { death_reason = death_disappearance } } }
    }
	option = {
        name = gpt_mig_occupation_event.0018.b
		gptc_craven_opinion_gain_effect = yes
		gptc_wrathful_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_siege_knowledge
			years = 1
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 8
			min = 40
			max = 200
			multiply = -1
		}
		hidden_effect = { scope:gpt_mig_architect = { death = { death_reason = death_disappearance } } }
    }
	option = { 
        name = gpt_mig_occupation_event.0018.c
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		add_piety = { 
			value = monthly_character_income
			multiply = 12
			min = 60
			max = 300
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 8
			min = 40
			max = 200
			multiply = -1
		}
		hidden_effect = { scope:gpt_mig_architect = { death = { death_reason = death_disappearance } } }
    }
}

gpt_mig_occupation_event.0019 = {
	type = character_event
    title = gpt_mig_occupation_event.0019.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0019_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0019_V2.desc
			}
		}
	}
    theme = intrigue_skulduggery_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = spymaster
    }
	left_portrait = {
        character = root
        animation = thinking
    }
	
    option = {
        name = gpt_mig_occupation_event.0019.a
		gptc_cynical_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_poison_knowledge
			years = 5
		}
		add_dread = 10
    }
	option = {
        name = gpt_mig_occupation_event.0019.b
		gptc_shy_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_antidote_knowledge
			years = 5
		}
    }
	option = { 
        name = gpt_mig_occupation_event.0019.c
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		add_piety = { 
			value = monthly_character_income
			multiply = 10
			min = 50
			max = 250
		}
		add_prestige = { 
			value = monthly_character_income
			multiply = 5
			min = 25
			max = 125
		}
    }
}

gpt_mig_occupation_event.0021 = {
	type = character_event
    title = gpt_mig_occupation_event.0021.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0021_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0021_V2.desc
			}
		}
	}
    theme = stewardship_wealth_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = personality_greedy
    }
	left_portrait = {
        character = root
        animation = chess_cocky
    }
	
    option = {
        name = gpt_mig_occupation_event.0021.a
		gptc_greedy_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_gambling_revenue
			years = 3
		}
		add_dread = 10
		add_tyranny = 5
    }
	option = {
        name = gpt_mig_occupation_event.0021.b
		gptc_just_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_loss
			years = 1
		}
    }
	option = { 
        name = gpt_mig_occupation_event.0021.c
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_gambling_revenue
			years = 1
		}
    }
}

gpt_mig_occupation_event.0022 = {
	type = character_event
    title = gpt_mig_occupation_event.0022.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0022_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0022_V2.desc
			}
		}
	}
    theme = diplomacy_family_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
		create_character = {
			location = scope:gpt_mig_knight_governor.location
			gender_female_chance = 100
			faith = scope:county.faith
			culture = scope:county.culture
			age = { 16 21 }
			random_traits_list = {
				count = 1
				beauty_good_1 = {}
			}
			dynasty = none
			random_traits = yes
			save_scope_as = gpt_mig_bride
		}
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = interested
    }
	left_portrait = {
        character = scope:gpt_mig_bride
        animation = prisonhouse
    }
	
    option = {
        name = gpt_mig_occupation_event.0022.a
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		add_prestige = { 
			value = monthly_character_income
			multiply = 6
			min = 30
			max = 150
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 8
			min = 40
			max = 200
		}
		hidden_effect = { scope:gpt_mig_bride = { death = { death_reason = death_disappearance } } }
    }
	option = {
        name = gpt_mig_occupation_event.0022.b
		gptc_craven_opinion_gain_effect = yes
		gptc_wrathful_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_loss
			years = 2
		}
		hidden_effect = { scope:gpt_mig_bride = { death = { death_reason = death_disappearance } } }
    }
	option = { 
        name = gpt_mig_occupation_event.0022.c
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		hidden_effect = { scope:gpt_mig_bride = { death = { death_reason = death_disappearance } } }
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 2
		}
		add_piety = { 
			value = monthly_character_income
			multiply = 8
			min = 40
			max = 200
			multiply = -1
		}
		add_dread = 15
    }
}

gpt_mig_occupation_event.0023 = {
	type = character_event
    title = gpt_mig_occupation_event.0023.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0023_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0023_V2.desc
			}
		}
	}
    theme = war

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
		create_character = {
			location = scope:gpt_mig_knight_governor.location
			gender_female_chance = 0
			faith = root.faith
			culture = root.culture
			age = { 21 48 }
			dynasty = none
			random_traits_list = {
				count = 1
				education_martial_3 = {}
			}
			random_traits = yes
			save_scope_as = gpt_mig_soldier
			after_creation = {
				add_character_flag = {
					flag = need_military_outfit
				}
			}
		}
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = disappointed
    }
	left_portrait = {
        character = scope:gpt_mig_soldier
        animation = fear
    }
	
    option = {
        name = gpt_mig_occupation_event.0023.a
		gptc_calm_opinion_gain_effect = yes
		gptc_wrathful_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_boost
			years = 1
		}
    }
	option = {
        name = gpt_mig_occupation_event.0023.b
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_army_morale_loss
			years = 2
		}
		if = {
			limit = { has_treasury = yes }
			add_treasury = {
				value = monthly_character_income
				multiply = 8
				min = 40
				max = 200
			}
		}
		else = {
			add_gold = {
				value = monthly_character_income
				multiply = 8
				min = 40
				max = 200
			}
		}
    }
	option = { 
        name = gpt_mig_occupation_event.0023.c
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_clergy_approval
			years = 3
		}
    }
}

gpt_mig_occupation_event.0024 = {
	type = character_event
    title = gpt_mig_occupation_event.0024.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					is_commanding_army = yes
				}
				desc = gpt_mig_occupation_event.0024_V1.desc
			}
			triggered_desc = {
				trigger = { 
					is_commanding_army = no
				}
				desc = gpt_mig_occupation_event.0024_V2.desc
			}
		}
	}
    theme = stewardship_domain_focus

	trigger = {
		is_ai = no
		exists = scope:gpt_mig_knight_governor
		scope:gpt_mig_knight_governor = {
			is_alive = yes
			is_in_army = yes
		}
	}

	immediate = {
		create_character = {
			location = scope:gpt_mig_knight_governor.location
			gender_female_chance = 30
			faith = scope:county.faith
			culture = scope:county.culture
			age = { 21 48 }
			dynasty = none
			random_traits_list = {
				count = 1
				education_stewardship_3 = {}
			}
			random_traits = yes
			save_scope_as = gpt_mig_tax_collector
		}
	}

    right_portrait = {
        character = scope:gpt_mig_knight_governor
        animation = reading
    }
	left_portrait = {
        character = scope:gpt_mig_tax_collector
        animation = beg
    }
	
    option = {
        name = gpt_mig_occupation_event.0024.a
		gptc_just_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_fair_taxation
			years = 5
		}
		add_dread = -10
    }
	option = {
        name = gpt_mig_occupation_event.0024.b
		gptc_lazy_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_character_modifier = {
			modifier = gpt_mig_corrupt_taxation
			years = 5
		}
    }
	option = { 
        name = gpt_mig_occupation_event.0024.c
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		if = {
			limit = { has_treasury = yes }
			add_treasury = {
				value = monthly_character_income
				multiply = 10
				min = 50
				max = 250
			}
		}
		else = {
			add_gold = {
				value = monthly_character_income
				multiply = 10
				min = 50
				max = 250
			}
		}
		add_dread = 10
		add_tyranny = 5
    }
}