﻿namespace = gpt_war_council

gpt_war_council.0001 = {
	type = character_event
	title = gpt_war_council_0001_title
	desc = gpt_war_council_0001_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0001_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0001_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0002 = {
	type = character_event
	title = gpt_war_council_0002_title
	desc = gpt_war_council_0002_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0002_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0002_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0003 = {
	type = character_event
	title = gpt_war_council_0003_title
	desc = gpt_war_council_0003_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0003_option_1
		gpt_war_council_prestige_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0003_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0004 = {
	type = character_event
	title = gpt_war_council_0004_title
	desc = gpt_war_council_0004_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0004_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0004_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0005 = {
	type = character_event
	title = gpt_war_council_0005_title
	desc = gpt_war_council_0005_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0005_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0005_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0006 = {
	type = character_event
	title = gpt_war_council_0006_title
	desc = gpt_war_council_0006_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0006_option_1
		gpt_war_council_gold_cost_halved_effect = yes
		gpt_war_council_prestige_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0006_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0007 = {
	type = character_event
	title = gpt_war_council_0007_title
	desc = gpt_war_council_0007_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0007_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0007_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0008 = {
	type = character_event
	title = gpt_war_council_0008_title
	desc = gpt_war_council_0008_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0008_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0008_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0009 = {
	type = character_event
	title = gpt_war_council_0009_title
	desc = gpt_war_council_0009_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0009_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0009_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0010 = {
	type = character_event
	title = gpt_war_council_0010_title
	desc = gpt_war_council_0010_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0010_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0010_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0011 = {
	type = character_event
	title = gpt_war_council_0011_title
	desc = gpt_war_council_0011_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0011_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0011_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0012 = {
	type = character_event
	title = gpt_war_council_0012_title
	desc = gpt_war_council_0012_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0012_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0012_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0013 = {
	type = character_event
	title = gpt_war_council_0013_title
	desc = gpt_war_council_0013_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0013_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0013_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0014 = {
	type = character_event
	title = gpt_war_council_0014_title
	desc = gpt_war_council_0014_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0014_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0014_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0015 = {
	type = character_event
	title = gpt_war_council_0015_title
	desc = gpt_war_council_0015_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0015_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0015_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0016 = {
	type = character_event
	title = gpt_war_council_0016_title
	desc = gpt_war_council_0016_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0016_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0016_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0017 = {
	type = character_event
	title = gpt_war_council_0017_title
	desc = gpt_war_council_0017_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0017_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0017_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0018 = {
	type = character_event
	title = gpt_war_council_0018_title
	desc = gpt_war_council_0018_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0018_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0018_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0019 = {
	type = character_event
	title = gpt_war_council_0019_title
	desc = gpt_war_council_0019_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0019_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0019_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0020 = {
	type = character_event
	title = gpt_war_council_0020_title
	desc = gpt_war_council_0020_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chaplain
	}
		
	option = {
		name = gpt_war_council_0020_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chaplain_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0020_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0021 = {
	type = character_event
	title = gpt_war_council_0021_title
	desc = gpt_war_council_0021_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chancellor
	}
		
	option = {
		name = gpt_war_council_0021_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chancellor_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0021_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0022 = {
	type = character_event
	title = gpt_war_council_0022_title
	desc = gpt_war_council_0022_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chancellor
	}
		
	option = {
		name = gpt_war_council_0022_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chancellor_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0022_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0023 = {
	type = character_event
	title = gpt_war_council_0023_title
	desc = gpt_war_council_0023_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chancellor
	}
		
	option = {
		name = gpt_war_council_0023_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chancellor_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0023_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0024 = {
	type = character_event
	title = gpt_war_council_0024_title
	desc = gpt_war_council_0024_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chancellor
	}
		
	option = {
		name = gpt_war_council_0024_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chancellor_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0024_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0025 = {
	type = character_event
	title = gpt_war_council_0025_title
	desc = gpt_war_council_0025_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chancellor
	}
		
	option = {
		name = gpt_war_council_0025_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chancellor_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0025_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0026 = {
	type = character_event
	title = gpt_war_council_0026_title
	desc = gpt_war_council_0026_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chancellor
	}
		
	option = {
		name = gpt_war_council_0026_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chancellor_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0026_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0027 = {
	type = character_event
	title = gpt_war_council_0027_title
	desc = gpt_war_council_0027_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chancellor
	}
		
	option = {
		name = gpt_war_council_0027_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chancellor_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0027_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0028 = {
	type = character_event
	title = gpt_war_council_0028_title
	desc = gpt_war_council_0028_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chancellor
	}
		
	option = {
		name = gpt_war_council_0028_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chancellor_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0028_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0029 = {
	type = character_event
	title = gpt_war_council_0029_title
	desc = gpt_war_council_0029_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chancellor
	}
		
	option = {
		name = gpt_war_council_0029_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chancellor_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0029_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0030 = {
	type = character_event
	title = gpt_war_council_0030_title
	desc = gpt_war_council_0030_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = chancellor
	}
		
	option = {
		name = gpt_war_council_0030_option_1
		gpt_war_council_gold_cost_halved_effect = yes
		gpt_war_council_prestige_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_chancellor_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0030_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0031 = {
	type = character_event
	title = gpt_war_council_0031_title
	desc = gpt_war_council_0031_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = steward
	}
		
	option = {
		name = gpt_war_council_0031_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_steward_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0031_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0032 = {
	type = character_event
	title = gpt_war_council_0032_title
	desc = gpt_war_council_0032_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = steward
	}
		
	option = {
		name = gpt_war_council_0032_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_steward_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0032_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0033 = {
	type = character_event
	title = gpt_war_council_0033_title
	desc = gpt_war_council_0033_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = steward
	}
		
	option = {
		name = gpt_war_council_0033_option_1
		gpt_war_council_piety_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_steward_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0033_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0034 = {
	type = character_event
	title = gpt_war_council_0034_title
	desc = gpt_war_council_0034_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = steward
	}
		
	option = {
		name = gpt_war_council_0034_option_1
		gpt_war_council_prestige_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_steward_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0034_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0035 = {
	type = character_event
	title = gpt_war_council_0035_title
	desc = gpt_war_council_0035_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = steward
	}
		
	option = {
		name = gpt_war_council_0035_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_steward_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0035_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0036 = {
	type = character_event
	title = gpt_war_council_0036_title
	desc = gpt_war_council_0036_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = steward
	}
		
	option = {
		name = gpt_war_council_0036_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_steward_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0036_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0037 = {
	type = character_event
	title = gpt_war_council_0037_title
	desc = gpt_war_council_0037_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = steward
	}
		
	option = {
		name = gpt_war_council_0037_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_steward_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0037_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0038 = {
	type = character_event
	title = gpt_war_council_0038_title
	desc = gpt_war_council_0038_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = steward
	}
		
	option = {
		name = gpt_war_council_0038_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_steward_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0038_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0039 = {
	type = character_event
	title = gpt_war_council_0039_title
	desc = gpt_war_council_0039_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = steward
	}
		
	option = {
		name = gpt_war_council_0039_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_steward_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0039_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0040 = {
	type = character_event
	title = gpt_war_council_0040_title
	desc = gpt_war_council_0040_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = steward
	}
		
	option = {
		name = gpt_war_council_0040_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_steward_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0040_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0041 = {
	type = character_event
	title = gpt_war_council_0041_title
	desc = gpt_war_council_0041_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = marshal
	}
		
	option = {
		name = gpt_war_council_0041_option_1
		gpt_war_council_gold_cost_halved_effect = yes
		gpt_war_council_prestige_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_marshal_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0041_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0042 = {
	type = character_event
	title = gpt_war_council_0042_title
	desc = gpt_war_council_0042_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = marshal
	}
		
	option = {
		name = gpt_war_council_0042_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_marshal_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0042_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0043 = {
	type = character_event
	title = gpt_war_council_0043_title
	desc = gpt_war_council_0043_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = marshal
	}
		
	option = {
		name = gpt_war_council_0043_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_marshal_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0043_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0044 = {
	type = character_event
	title = gpt_war_council_0044_title
	desc = gpt_war_council_0044_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = marshal
	}
		
	option = {
		name = gpt_war_council_0044_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_marshal_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0044_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0045 = {
	type = character_event
	title = gpt_war_council_0045_title
	desc = gpt_war_council_0045_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = marshal
	}
		
	option = {
		name = gpt_war_council_0045_option_1
		gpt_war_council_gold_cost_halved_effect = yes
		gpt_war_council_piety_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_marshal_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0045_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0046 = {
	type = character_event
	title = gpt_war_council_0046_title
	desc = gpt_war_council_0046_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = marshal
	}
		
	option = {
		name = gpt_war_council_0046_option_1
		gpt_war_council_gold_cost_halved_effect = yes
		gpt_war_council_piety_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_marshal_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0046_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0047 = {
	type = character_event
	title = gpt_war_council_0047_title
	desc = gpt_war_council_0047_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = marshal
	}
		
	option = {
		name = gpt_war_council_0047_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_marshal_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0047_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0048 = {
	type = character_event
	title = gpt_war_council_0048_title
	desc = gpt_war_council_0048_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = marshal
	}
		
	option = {
		name = gpt_war_council_0048_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_marshal_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0048_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0049 = {
	type = character_event
	title = gpt_war_council_0049_title
	desc = gpt_war_council_0049_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = marshal
	}
		
	option = {
		name = gpt_war_council_0049_option_1
		gpt_war_council_gold_cost_halved_effect = yes
		gpt_war_council_prestige_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_marshal_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0049_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0050 = {
	type = character_event
	title = gpt_war_council_0050_title
	desc = gpt_war_council_0050_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = marshal
	}
		
	option = {
		name = gpt_war_council_0050_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_marshal_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0050_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0051 = {
	type = character_event
	title = gpt_war_council_0051_title
	desc = gpt_war_council_0051_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = spymaster
	}
		
	option = {
		name = gpt_war_council_0051_option_1
		gpt_war_council_gold_cost_halved_effect = yes
		gpt_war_council_prestige_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_spymaster_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0051_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0052 = {
	type = character_event
	title = gpt_war_council_0052_title
	desc = gpt_war_council_0052_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = spymaster
	}
		
	option = {
		name = gpt_war_council_0052_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_spymaster_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0052_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0053 = {
	type = character_event
	title = gpt_war_council_0053_title
	desc = gpt_war_council_0053_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = spymaster
	}
		
	option = {
		name = gpt_war_council_0053_option_1
		gpt_war_council_gold_cost_halved_effect = yes
		gpt_war_council_piety_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_spymaster_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0053_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0054 = {
	type = character_event
	title = gpt_war_council_0054_title
	desc = gpt_war_council_0054_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = spymaster
	}
		
	option = {
		name = gpt_war_council_0054_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_spymaster_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0054_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0055 = {
	type = character_event
	title = gpt_war_council_0055_title
	desc = gpt_war_council_0055_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = spymaster
	}
		
	option = {
		name = gpt_war_council_0055_option_1
		gpt_war_council_prestige_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_spymaster_attacker years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0055_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0056 = {
	type = character_event
	title = gpt_war_council_0056_title
	desc = gpt_war_council_0056_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = spymaster
	}
		
	option = {
		name = gpt_war_council_0056_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_spymaster_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0056_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0057 = {
	type = character_event
	title = gpt_war_council_0057_title
	desc = gpt_war_council_0057_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = spymaster
	}
		
	option = {
		name = gpt_war_council_0057_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_spymaster_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0057_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0058 = {
	type = character_event
	title = gpt_war_council_0058_title
	desc = gpt_war_council_0058_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = spymaster
	}
		
	option = {
		name = gpt_war_council_0058_option_1
		gpt_war_council_gold_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_spymaster_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0058_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0059 = {
	type = character_event
	title = gpt_war_council_0059_title
	desc = gpt_war_council_0059_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = spymaster
	}
		
	option = {
		name = gpt_war_council_0059_option_1
		gpt_war_council_gold_cost_halved_effect = yes
		gpt_war_council_prestige_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_spymaster_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0059_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}

gpt_war_council.0060 = {
	type = character_event
	title = gpt_war_council_0060_title
	desc = gpt_war_council_0060_desc
	theme = war
	left_portrait = {
		character = root
		triggered_animation = { trigger = { has_character_flag = gpt_bold_01 } animation = throne_room_two_handed_passive_1 }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_02 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_03 } animation = hunting_shortbow_aim_arrow_default }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_04 } animation = hunting_knife_start }
		triggered_animation = { trigger = { has_character_flag = gpt_bold_05 } animation = inspect_weapon }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_01 } animation = thinking }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_02 } animation = writing }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_03 } animation = survey }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_04 } animation = war_defender }
		triggered_animation = { trigger = { has_character_flag = gpt_neutral_05 } animation = drink }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_01 } animation = worry }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_02 } animation = war_over_loss }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_03 } animation = prisonhouse }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_04 } animation = stunned }
		triggered_animation = { trigger = { has_character_flag = gpt_craven_05 } animation = stress }
	}
	
	right_portrait = {
		character = scope:saved_councillor
		animation = spymaster
	}
		
	option = {
		name = gpt_war_council_0060_option_1
		gpt_war_council_gold_cost_halved_effect = yes
		gpt_war_council_piety_cost_effect = yes
		add_character_modifier = { modifier = gpt_war_council_spymaster_defender years = 3 }
		gpt_war_council_positive_opinion_effect = yes
	}

	option = {
		name = gpt_war_council_0060_option_2
		gpt_war_council_negative_opinion_effect = yes
	}
}
