﻿E_kei_character_creation_nudge_cultural_traits = {
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = just                  CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = content               CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = stubborn              CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = temperate             CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = vengeful              CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = zealous               CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = humble                CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = patient               CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = calm                  CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = honest                CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = generous              CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = compassionate         CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = temperate             CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = diligent              CHANCE = 30     PERSONALITY = yes }
    E_kei_character_creation_nudge_cultural_trait = { TRAIT = ambitious             CHANCE = 30     PERSONALITY = yes }
    # Loyal and Disloyal already handled in set_interesting_traits_and_modifiers_effect
    E_kei_character_creation_nudge_cultural_xp_trait = {        TRAIT = lifestyle_poet                              CHANCE = 15     PARAMETER = poet_trait_more_common      }
    E_kei_character_creation_nudge_cultural_xp_track_trait = {  TRAIT = lifestyle_hunter        TRACK = hunter      CHANCE = 15     PARAMETER = hunting_traits_more_common      }
    E_kei_character_creation_nudge_cultural_xp_track_trait = {  TRAIT = lifestyle_hunter        TRACK = falconer    CHANCE = 20     PARAMETER = falconer_traits_more_common     }
    E_kei_character_creation_nudge_cultural_xp_trait = {        TRAIT = lifestyle_reveler                           CHANCE = 15     PARAMETER = reveler_traits_more_common      }
    E_kei_character_creation_nudge_cultural_trait_parameter = { TRAIT = lifestyle_herbalist                         CHANCE = 15     PARAMETER = herbalist_traits_more_common    }
    E_kei_character_creation_nudge_cultural_trait_parameter = { TRAIT = lifestyle_gardener                          CHANCE = 15     PARAMETER = can_appoint_court_gardener      }
    E_kei_character_creation_nudge_cultural_xp_trait = {        TRAIT = lifestyle_blademaster                       CHANCE = 15     PARAMETER = blademaster_traits_more_common  }
    E_kei_character_creation_nudge_cultural_xp_trait = {        TRAIT = lifestyle_mystic                            CHANCE = 15     PARAMETER = mystic_trait_more_common        }
    if = {
        limit = {
            culture = { has_cultural_parameter = strong_traits_more_common }
            NOT = { has_trait = strong }
        }
        random = { chance = 10 add_trait = strong }
    }
    if = {
        limit = {
            culture = { has_cultural_parameter = reveler_traits_more_common }
            NOT = { has_trait = drunkard }
        }
        random = { chance = 5 add_trait = drunkard }
    }
    if = {
        limit = {
            culture = { has_cultural_parameter = wanderers_learn_languages }
			num_of_known_languages < language_soft_cap
            exists = scope:culture
            NOT = { knows_language_of_culture = scope:culture }
        }
		learn_language_of_culture = scope:culture
    }
    if = {
        limit = { culture = { has_cultural_parameter = wanderers_gain_extra_combat_skills } }
        random_list = {
            10 = { blademaster_lifestyle_rank_up_effect = yes }
            10 = {
                trigger = {
                    OR = {
                        exists = scope:location
                        exists = scope:province
                        exists = location
                    }
                }
                if = {
                    limit = { NOT = { exists = scope:location } }
                    if = {
                        limit = { exists = scope:province }
                        scope:province = { save_temporary_scope_as = location }
                    }
                    else_if = {
                        limit = { exists = location }
                        location = { save_temporary_scope_as = location }
                    }
                }
                E_kei_give_random_commander_trait_effect = yes
            }
            30 = { add_prowess_skill = { 2 4 } }
            30 = { add_martial_skill = { 2 4 } }
        }
        random = { chance = 15 add_martial_skill = 1 }
        random = { chance = 15 add_martial_skill = 1 }
        random = { chance = 15 add_prowess_skill = 1 }
        random = { chance = 15 add_prowess_skill = 1 }
    }
    if = {
        limit = { culture = { has_cultural_parameter = wanderers_gain_extra_economic_skills } }
        random_list = {
			20 = { wanderer_give_random_economic_trait_effect = yes }
			40 = { add_stewardship_skill = { 2 4 } }
			40 = { add_gold = { 35 75 } }
        }
        random = { chance = 30 add_stewardship_skill = 1 }
        random = { chance = 30 add_stewardship_skill = 1 }
    }
    E_kei_character_creation_nudge_cultural_commander_trait = { TRAIT = winter_soldier          CHANCE = 8      MARTIAL_EDUCATION_FACTOR = 5 }
    E_kei_character_creation_nudge_cultural_commander_trait = { TRAIT = forest_fighter          CHANCE = 8      MARTIAL_EDUCATION_FACTOR = 5 }
    E_kei_character_creation_nudge_cultural_commander_trait = { TRAIT = rough_terrain_expert    CHANCE = 8      MARTIAL_EDUCATION_FACTOR = 5 }
    E_kei_character_creation_nudge_cultural_commander_trait = { TRAIT = desert_warrior          CHANCE = 8      MARTIAL_EDUCATION_FACTOR = 5 }
    E_kei_character_creation_nudge_cultural_commander_trait = { TRAIT = jungle_stalker          CHANCE = 8      MARTIAL_EDUCATION_FACTOR = 5 }
}

E_kei_character_creation_nudge_cultural_trait = {
    if = {
        limit = {
            culture = { has_cultural_parameter = $TRAIT$_trait_more_common }
            NOT = { has_trait = $TRAIT$ }
        }
        random = {
            chance = $CHANCE$
            if = { limit = { $PERSONALITY$ = yes } E_kei_character_remove_random_personality_trait_if_at_least_standard = yes }
            add_trait = $TRAIT$
        }
    }
}

E_kei_character_creation_nudge_cultural_trait_parameter = {
    if = {
        limit = {
            culture = { has_cultural_parameter = $PARAMETER$ }
            NOT = { has_trait = $TRAIT$ }
        }
        random = {
            chance = $CHANCE$
            add_trait = $TRAIT$
        }
    }
}

E_kei_character_creation_nudge_cultural_commander_trait = {
    if = {
        limit = {
            culture = { has_cultural_parameter = $TRAIT$_trait_more_common }
            NOT = { has_trait = $TRAIT$ }
        }
        random = {
            chance = {
                value = $CHANCE$
                if = {
                    limit = {
                        OR = {
                            has_education_martial_trigger = yes
                            martial >= high_skill_rating
                            prowess >= high_skill_rating
                        }
                    }
                    multiply = $MARTIAL_EDUCATION_FACTOR$
                }
            }
            add_trait = $TRAIT$
        }
    }
}

E_kei_character_creation_nudge_cultural_xp_track_trait = {
    if = {
        limit = { culture = { has_cultural_parameter = $PARAMETER$ } }
        random = {
            chance = $CHANCE$
            
            if = {
                limit = { NOT = { has_trait = $TRAIT$ } }
                add_trait = $TRAIT$
            }
            add_random_tiered_trait_track_xp_effect = {
                TRAIT = $TRAIT$
                TRACK = $TRACK$
                LEVEL_1 = yes
                LEVEL_3 = yes
            }
        }
    }
}

E_kei_character_creation_nudge_cultural_xp_trait = {
    if = {
        limit = { culture = { has_cultural_parameter = $PARAMETER$ } }
        random = {
            chance = $CHANCE$
            
            if = {
                limit = { NOT = { has_trait = $TRAIT$ } }
                add_trait = $TRAIT$
            }
            add_random_tiered_trait_xp_effect = {
                TRAIT = $TRAIT$
                LEVEL_1 = yes
                LEVEL_3 = yes
            }
        }
    }
}

E_kei_character_remove_random_personality_trait_if_at_least_standard = {
    if = {
        limit = { number_of_personality_traits >= personality_trait_standard }
        E_kei_character_remove_random_personality_trait = yes
    }
}

# 36 traits with "category = personality"
E_kei_character_remove_random_personality_trait = {
    random_list = {
        1 = { remove_trait = forgiving }
        1 = { remove_trait = trusting }
        1 = { remove_trait = lustful }
        1 = { remove_trait = arrogant }
        1 = { remove_trait = gregarious }
        1 = { remove_trait = ambitious }
        1 = { remove_trait = impatient }
        1 = { remove_trait = diligent }
        1 = { remove_trait = temperate }
        1 = { remove_trait = generous }
        1 = { remove_trait = compassionate }
        1 = { remove_trait = zealous }
        1 = { remove_trait = brave }
        1 = { remove_trait = calm }
        1 = { remove_trait = just }
        1 = { remove_trait = fickle }
        1 = { remove_trait = stubborn }
        1 = { remove_trait = content }
        1 = { remove_trait = honest }
        1 = { remove_trait = gluttonous }
        1 = { remove_trait = chaste }
        1 = { remove_trait = greedy }
        1 = { remove_trait = deceitful }
        1 = { remove_trait = cynical }
        1 = { remove_trait = shy }
        1 = { remove_trait = lazy }
        1 = { remove_trait = patient }
        1 = { remove_trait = arbitrary }
        1 = { remove_trait = humble }
        1 = { remove_trait = wrathful }
        1 = { remove_trait = sadistic }
        1 = { remove_trait = callous }
        1 = { remove_trait = vengeful }
        1 = { remove_trait = paranoid }
        1 = { remove_trait = craven }
        1 = { remove_trait = eccentric }
    }
}

# Copied from wanderer_give_random_commander_trait_effect
E_kei_give_random_commander_trait_effect = {
	random_list = {
		100 = {
			trigger = { NOT = { has_trait = logistician } }
			add_trait = logistician
		}
		100 = {
			trigger = { NOT = { has_trait = military_engineer } }
			add_trait = military_engineer
		}
		100 = {
			trigger = { NOT = { has_trait = aggressive_attacker } }
			add_trait = aggressive_attacker
		}
		100 = {
			trigger = { NOT = { has_trait = unyielding_defender } }
			add_trait = unyielding_defender
		}
		100 = {
			trigger = { NOT = { has_trait = forder } }
			add_trait = forder
		}
		100 = {
			trigger = { NOT = { has_trait = flexible_leader } }
			add_trait = flexible_leader
		}
		100 = {
			trigger = {
				NOT = { has_trait = desert_warrior }
                exists = scope:location
				scope:location = {
					terrain = desert
				}
			}
			add_trait = desert_warrior
		}
		100 = {
			trigger = {
				NOT = { has_trait = jungle_stalker }
                exists = scope:location
				scope:location = {
					terrain = jungle
				}
			}
			add_trait = jungle_stalker
		}
		100 = {
			trigger = {
				NOT = { has_trait = winter_soldier }
                exists = scope:location
				scope:location = {
					OR = {
						terrain = taiga
						geographical_region = world_tibet
						geographical_region = world_europe_north
						geographical_region = world_europe_east
						geographical_region = world_steppe
					}
				}
			}
			add_trait = winter_soldier
		}
		100 = {
			trigger = { NOT = { has_trait = reaver } }
			add_trait = reaver
		}
		100 = {
			trigger = { NOT = { has_trait = reckless } }
			add_trait = reckless
		}
		100 = {
			trigger = { NOT = { has_trait = holy_warrior } }
			add_trait = holy_warrior
		}
	}
}