﻿namespace = internal_affairs

scripted_trigger internal_affairs_10_holding_trigger = {
	save_temporary_scope_as = test_scope
	title_province = {
		OR = {
			has_holding_type = city_holding
			has_holding_type = church_holding
		}
	}
	holder = {
		OR = {
			government_has_flag = government_is_republic
			government_has_flag = government_is_theocracy
		}
	}
	county = {
		OR = {
			county_opinion <= 0
			county_control <= 50
		}
		holder = {
			trigger_if = {
				limit = {
					this = root
				}
				NOT = { this.capital_barony = scope:test_scope }
				trigger_if = {
					limit = {
						highest_held_title_tier > tier_county
					}
					NOT = { this.capital_barony.duchy = scope:test_scope.duchy }
				}
			}
			OR = {
				this = root
				AND = {
					is_vassal_of = root
					highest_held_title_tier = tier_county
				}
				AND = {
					domain_size < 3
					highest_held_title_tier = tier_county
				}
			}
			trigger_if = {
				limit = {
					NOT = { this = root }
				}
				is_ai = yes
			}
			NOR = {
				government_has_flag = government_is_republic
				government_has_flag = government_is_theocracy
			}
		}
	}
}

scripted_effect internal_affairs_10_move_owner_effect = {
	create_title_and_vassal_change = {
		type = usurped
		save_scope_as = change
		add_claim_on_loss = yes
	}

	scope:barony_title.county = {
		change_title_holder = {
			holder = scope:barony_holder
			change = scope:change
		}
	}

	resolve_title_and_vassal_change = scope:change

	hidden_effect = {
		scope:barony_title = {
			set_capital_barony = yes
		}
	}
}

internal_affairs.10 = { # Chance for Republic/Theocracy
	type = character_event
	content_source = dlc_015
	title = internal_affairs.10.t
	desc = {
		desc = internal_affairs.10.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:barony_title.county = {
						county_control < 0
					}
				}
				desc = internal_affairs.10.desc.control
			}
			triggered_desc = {
				trigger = {
					exists = scope:county_holder
				}
				desc = internal_affairs.10.desc.opinion.other
			}
			desc = internal_affairs.10.desc.opinion.me
		}
		desc = internal.affairs.10.desc.outro

	}
	theme = wanderer_internal_affairs_focus
	override_background = { reference = council_chamber }

	cooldown = { years = 1000 }

	left_portrait = {
		character = root
		animation = thinking
	}

	right_portrait = {
		character = scope:provider_character
		animation = debating
	}

	lower_left_portrait = {
		trigger = { NOT = { scope:county_holder = root } }
		character = scope:county_holder
	}
	lower_right_portrait = scope:barony_holder
	
	trigger = {
		has_lifestyle = wanderer_lifestyle
		# Must have a culture that likes having republican vassals - Unless you are a player #remove this entire section if AI still makes republic cities
		#OR = {
			#is_ai = no
			#culture = {
				#OR = {
					#has_cultural_parameter = can_make_republican_vassals
					#has_cultural_parameter = city_buildings_more_powerful
					#has_cultural_parameter = city_buildings_less_control
					#has_cultural_parameter = republican_vassals_pay_more
					#has_cultural_parameter = more_parochial_vassals
				#}
			#}
		#}
		any_sub_realm_barony = {
			internal_affairs_10_holding_trigger = yes
		}
		any_councillor = {
			OR = {
				has_council_position = councillor_chancellor
				has_council_position = councillor_steward
			}
		}
	}

	weight_multiplier = {
		base = 1
		upweight_for_focus_modifier = { FOCUS = wanderer_internal_affairs_focus }
	}

	immediate = {
		random_sub_realm_barony = {
			limit = {
				internal_affairs_10_holding_trigger = yes	
			}
			weight = {
				base = 1
				modifier = {
					factor = 50
					NOT = { county.holder = root }
				}
			}
			save_scope_as = barony_title
			holder = { save_scope_as = barony_holder }
			if = {
				limit = {
					NOT = { county.holder = root }
				}
				county.holder = { save_scope_as = county_holder }
			}
		}
		random_councillor = {
			limit = {
				OR = {
					has_council_position = councillor_chancellor
					has_council_position = councillor_steward
				}
			}
			save_scope_as = provider_character
		}
	}

	option = { 
		name = internal_affairs.10.a
		internal_affairs_10_move_owner_effect = yes
		scope:barony_holder ?= {
			add_opinion = {
				modifier = grateful_opinion
				target = root
				opinion = 50
			}
		}
		scope:county_holder ?= {
			add_opinion = {
				modifier = angry_opinion
				target = root
				opinion = -50
			}
		}
		scope:barony_title.county = {
			add_county_modifier = {
				modifier = internal_affairs_local_uprising_appeasement_modifier
				years = 10
			}
		}

		stress_impact = {
			compassionate = minor_stress_impact_loss
			diligent = minor_stress_impact_loss
		}

		ai_chance = {
			base = 100
		}
	}

	option = {
		name = internal_affairs.10.b
		pay_short_term_gold = {
			target = scope:county_holder
			gold = minor_gold_value
		}
		internal_affairs_10_move_owner_effect = yes
		scope:barony_holder ?= {
			add_opinion = {
				modifier = grateful_opinion
				target = root
				opinion = 50
			}
		}
		scope:county_holder ?= {
			add_opinion = {
				modifier = grateful_opinion
				target = root
				opinion = 25
			}
		}
		scope:barony_title.county = {
			add_county_modifier = {
				modifier = internal_affairs_local_uprising_appeasement_modifier
				years = 10
			}
		}
		stress_impact = {
			just = minor_stress_impact_loss
			diligent = minor_stress_impact_loss
		}

		ai_chance = {
			base = 0
		}
	}

	option = {
		name = internal_affairs.10.c
		pay_short_term_gold = {
			target = scope:barony_holder
			gold = tiny_gold_value
		}
		scope:barony_holder ?= {
			add_opinion = {
				modifier = grateful_opinion
				target = root
				opinion = 25
			}
		}
		scope:county_holder ?= {
			add_opinion = {
				modifier = grateful_opinion
				target = root
				opinion = 50
			}
		}
		scope:barony_title.county = {
			add_county_modifier = {
				modifier = internal_affairs_local_uprising_festival_modifier
				years = 10
			}
		}

		stress_impact = {
			generous = minor_stress_impact_loss
			compassionate = minor_stress_impact_loss
		}

		ai_chance = {
			base = 0
		}
	}

	option = {
		name = internal_affairs.10.d
		scope:barony_holder ?= {
			add_opinion = {
				modifier = disappointed_opinion
				target = root
				opinion = -10
			}
		}
		scope:county_holder ?= {
			add_opinion = {
				modifier = disappointed_opinion
				target = root
				opinion = -10
			}
		}

		stress_impact = {
			lazy = minor_stress_impact_loss
			compassionate = minor_stress_gain
			diligent = minor_stress_gain
			just = minor_stress_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				OR = {
					has_trait = compassionate
					has_trait = diligent
				}
			}
		}
	}
}

scripted_trigger internal_affairs_20_county_trigger = {
	holder = {
		is_ai = yes
		highest_held_title_tier <= tier_duchy
	}
	NOT = { holder = root }
	OR = {
		county_control < 50
		county_opinion < -25
	}
}

internal_affairs.20 = { # Unfitting Lord/Lady
	type = character_event
	content_source = dlc_015
	title = internal_affairs.20.t
	desc = {
		desc = internal_affairs.20.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:county_title = {
						county_control < 50
						county_opinion < -25
					}
				}
				desc = internal_affairs.20.desc.both
			}
			triggered_desc = {
				trigger = {
					scope:county_title = {
						county_control < 50
					}
				}
				desc = internal_affairs.20.desc.control
			}
			triggered_desc = {
				trigger = {
					scope:county_title = {
						county_opinion < -25
					}
				}
				desc = internal_affairs.20.desc.opinion
			}
		}
		desc = internal_affairs.20.desc.outro
	}
	theme = wanderer_internal_affairs_focus

	cooldown = { years = 10 }

	left_portrait = {
		character = root
		animation = disapproval
	}

	right_portrait = {
		character = scope:county_holder
		animation = shock
	}
	
	trigger = {
		has_lifestyle = wanderer_lifestyle
		any_sub_realm_county = {
			internal_affairs_20_county_trigger = yes
		}
	}

	weight_multiplier = {
		base = 1
		upweight_for_focus_modifier = { FOCUS = wanderer_internal_affairs_focus }
	}

	immediate = {
		random_sub_realm_county = {
			limit = {
				internal_affairs_20_county_trigger = yes
			}
			save_scope_as = county_title
			holder = { save_scope_as = county_holder }
		}
		hidden_effect = {
			scope:county_holder = {
				add_dread = 10
			}
		}
	}

	option = {
		name = internal_affairs.20.dread
		trigger = {
			OR = {
				has_trait = callous
				has_trait = schemer
				dread >= 50
			}
		}
		add_gold = minor_gold_value
		scope:county_title = {
			add_county_modifier = {
				modifier = inspection_unfitting_ruler_modifier
				years = 10
			}
		}

		ai_chance = {
			base = 500
		}
	}

	option = { 
		name = internal_affairs.20.a
		add_opinion = {
			modifier = opinion_unfitting_ruler_opinion
			target = scope:county_holder
		}
		custom_tooltip = internal_affairs.20.a.tt

		stress_impact = {
			ambitious = minor_stress_impact_loss
			greedy = minor_stress_impact_loss
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 5
				OR = {
					has_trait = ambitious
					has_trait = greedy
				}
			}
		}
	}

	option = { 
		name = internal_affairs.20.b
		scope:county_holder ?= {
			add_opinion = {
				modifier = grateful_opinion
				target = root
				opinion = 25
			}
		}

		stress_impact = {
			gregarious = minor_stress_impact_loss
			ambitious = minor_stress_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 5
				has_trait = gregarious
			}
			modifier = {
				factor = 0
				has_trait = ambitious
			}
		}
	}
}

scripted_trigger internal_affairs_30_barony_trigger = {
	title_province = { 
		has_holding_type = city_holding 
		local_guild_trigger = yes
	}
	county = { county_control > 90 }
	trigger_if = {
		limit = {
			root = {
				is_ai = yes
			}
		}
		holder = {
			is_ai = yes
		}
	}
}

internal_affairs.30 = { # A Small Bribe
	type = character_event
	content_source = dlc_015
	title = internal_affairs.30.t
	desc = internal_affairs.30.desc
	theme = wanderer_internal_affairs_focus
	override_background = { reference = council_chamber }

	cooldown = { years = 10 }

	left_portrait = {
		character = root
		animation = thinking
	}

	right_portrait = {
		character = scope:merchant_character
		animation = debating
	}
	
	trigger = {
		has_lifestyle = wanderer_lifestyle
		any_sub_realm_barony = {
			internal_affairs_30_barony_trigger = yes
		}
	}

	weight_multiplier = {
		base = 1
		upweight_for_focus_modifier = { FOCUS = wanderer_internal_affairs_focus }
	}

	immediate = {
		random_sub_realm_barony = {
			limit = {
				internal_affairs_30_barony_trigger = yes
			}
			title_province = { save_scope_as = guild_province }
		}
		create_character = {
			template = merchant_template
			faith = scope:guild_province.faith
			culture = scope:guild_province.culture
			gender = root
			location = scope:guild_province
			save_scope_as = merchant_character
		}
		scope:guild_province = { local_guild_effect = yes }
	}

	option = { 
		name = internal_affairs.30.a
		trigger = {
			OR = {
				dread >= 25
				has_trait = arbitrary
			}
		}
		add_gold = major_gold_value
		scope:guild_province.county = { 
			change_county_control = -50 
			add_county_modifier = {
				modifier = internal_affairs_local_corruption_modifier
				years = 20
			}
		}

		stress_impact = {
			arbitrary = minor_stress_impact_loss
			greedy = medium_stress_impact_loss
			just = major_stress_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 5
				has_trait = arbitrary
				has_trait = greedy
			}
			modifier = {
				factor = 0
				has_trait = just
			}
		}
	}

	option = { 
		name = internal_affairs.30.b
		add_gold = medium_gold_value
		scope:guild_province.county = { change_county_control = -25 }

		stress_impact = {
			greedy = minor_stress_impact_loss
			just = medium_stress_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 5
				has_trait = greedy
			}
			modifier = {
				factor = 0
				has_trait = just
			}
		}
	}

	option = { 
		name = internal_affairs.30.c
		add_prestige = 100

		stress_impact = {
			just = minor_stress_impact_loss
			greedy = minor_stress_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 5
				has_trait = just
			}
			modifier = {
				factor = 0
				has_trait = greedy
			}
		}
	}

	after = {
		scope:merchant_character = {
			silent_dissapear_ai_if_not_hired = yes
		}
	}
}

internal_affairs.40 = { # Loose Threads
	type = character_event
	title = internal_affairs.40.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:secret_discovery_method = flag:follower
				}
				desc = internal_affairs.40.follower_intro
			}
			triggered_desc = {
				trigger = {
					scope:secret_discovery_method = flag:courtier
				}
				desc = internal_affairs.40.courtier_intro
			}
		}
		desc = internal_affairs.40.desc
	}

	theme = wanderer_internal_affairs_focus

	cooldown = { years = 10 }


	left_portrait = {
		character = root
		animation = thinking
	}	

	lower_center_portrait = {
		character = scope:secret_haver
	}

	right_portrait = {
		character = scope:secret_giver
		animation = scheme
	}
	
	weight_multiplier = {
		base = 1
		upweight_for_focus_modifier = { FOCUS = wanderer_internal_affairs_focus }
	}

	trigger = {
		has_lifestyle = wanderer_lifestyle
		is_landless_adventurer = yes
		is_ai = no
		# Someone in your camp location's county must have a secret
		domicile.domicile_location.county.holder = {
			OR = {
				any_courtier_or_guest = {
					has_any_secrets = yes
				}
				has_any_secrets = yes
			}
		}
		any_courtier = {
			count > 0 
		}
	}

	immediate = {
		# Who's secret is it?
		if = {
			limit = {
				domicile.domicile_location.county.holder = { has_any_secrets = yes }
			}
			domicile.domicile_location.county.holder = { save_scope_as = secret_haver }
		}
		else = {
			domicile.domicile_location.county.holder = { 
				random_courtier_or_guest = {
					limit = { has_any_secrets = yes }
					save_scope_as = secret_haver
				}
			}
		}
		# How did I find out?
		random_list = {
			20 = { # Via a follower
				save_scope_value_as = { name = secret_discovery_method value = flag:follower }
				ordered_courtier  = {
					limit = { age >= 12 }
					order_by = intrigue
					save_scope_as = secret_giver 
				}
			}
			20 = { # Via random courtier in the target character's court
				save_scope_value_as = { name = secret_discovery_method value = flag:courtier }
				domicile.domicile_location.county.holder = {
					ordered_courtier = {
						limit = {
							NOT = { 
								this = scope:secret_haver
								is_councillor_of = scope:secret_haver
							}
							age >= 12
						}
						order_by = {
							value = intrigue
							if = {
								limit = {
									opinion = { target = scope:secret_haver value <= 0 }
								}
								add = 10
							}
						}
						save_scope_as = secret_giver
					}
				}
			}
		}

		scope:secret_haver = {
			random_secret = {
				save_scope_as = target_secret 
			}
		}
		if = {
			limit = {
				scope:secret_giver = {
					NOT = {
						any_known_secret = { this = scope:target_secret }
					}
				}
			}
			scope:target_secret = {
				reveal_to = root
				hidden_effect = { reveal_to = scope:secret_giver }
			}
		}
	}

	option = { # wow thx
		name = internal_affairs.40.a
		trigger = {
			scope:secret_discovery_method = flag:courtier
			scope:secret_haver = { is_ai = yes }
			NOT = {
				scope:secret_haver = { # Can't snatch family
					OR = {
						any_close_or_extended_family_member = {
							this = scope:secret_giver
						}
						any_spouse = {
							this = scope:secret_giver
						}
					}
				}
			}
		}
		
		add_courtier = scope:secret_giver
		scope:secret_giver = {
			every_traveling_family_member = {
				limit = { NOT = { this = scope:secret_giver } }
				root = { add_courtier = prev }
			}
		}

		stress_impact = {
			shy = minor_stress_impact_gain
		}

		ai_chance = {
   			base = 100	
   			ai_value_modifier = {
   				ai_sociability = 1
   			}
   		}
	}

	option = { # I could use this to my advantage...
		name = internal_affairs.40.blackmail
		
		scope:secret_haver = {
			send_interface_toast = {
				type = event_generic_bad
				title = msg_hook_on_me_added
				root = {
					add_hook = {
						type = strong_blackmail_hook
						target = scope:secret_haver
						secret = scope:target_secret
					}
				}
			}
		}

		stress_impact = {
			honest = medium_stress_impact_gain
			just = minor_stress_impact_gain
			deceitful = minor_stress_impact_loss
		}

		ai_chance = {
			base = 75
			ai_value_modifier = {
				ai_honor = -0.5
			}
		}
	}

	option = { # Everyone should know!
		name = internal_affairs.40.expose
		scope:target_secret = { expose_secret = root }

		stress_impact = {
			honest = minor_stress_impact_loss
			just = minor_stress_impact_loss
		}

		add_prestige = minor_prestige_gain

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = 1
				ai_boldness = 1
			}
		}
	}

	option = { # Maybe it's just time to leave?
		name = {
			text = {
				first_valid = {
					triggered_desc = {
						trigger = {
							has_trait = zealous
						}
						desc = internal_affairs.40.move_zealous
					}
					desc = internal_affairs.40.move
				}
			}
		}

		add_character_modifier = {
			modifier = internal_affairs_camp_momentum_modifier
			years = 1
		}

		ai_chance = {
			base = 100
		}
	}
}

scripted_effect internal_affairs_50_increase_tensions_effect = {
	send_interface_toast = {
		type = event_generic_bad
		title = religious_tension_continues_tt
		scope:tensions_county = {
			if = {
				limit = {
					can_title_create_faction = {
						type = populist_faction
						target = scope:target_liege
					}
				}
				title_create_faction = {
					type = populist_faction
					target = scope:target_liege
				}
			}
			add_county_modifier = {
				modifier = internal_affairs_county_religious_tensions_modifier
				years = 1
			}
			holder = {
				add_opinion = {
					target = root
					modifier = disappointed_opinion
					opinion = -15
				}
			}
		}
		stress_impact = {
			base = minor_stress_impact_gain
		}
		add_prestige = minor_prestige_loss
	}
}

internal_affairs.50 = { # A town of x
	type = character_event
	title = internal_affairs.50.t
	desc = {
		desc = internal_affairs.50.desc
		triggered_desc = { 
			trigger = {
				scope:tensions_county.holder.faith = scope:target_faith
			}
			desc = internal_affairs.50.desc.holder_faith
		}
		first_valid = {
			triggered_desc = { 
				trigger = {
					OR = {
						root.faith = scope:target_faith
						root.faith = scope:opposing_faith
					}
				}
				desc = internal_affairs.50.desc.root_faith
			}
			desc = internal_affairs.50.desc.neutral_faith
		}
		desc = internal_affairs.50.desc_end
	}

	theme = wanderer_internal_affairs_focus

	cooldown = { years = 10 }
	override_background = { reference = courtyard }

	left_portrait = {
		character = root 
		animation = stress
	}

	lower_center_portrait  = {
		character = scope:tensions_county.holder
	}

	trigger = {
		has_lifestyle = wanderer_lifestyle
		is_ai = no
		location.county = {
			OR = {
				county_opinion <= 0
				county_control <= 75
			}
			holder ?= {
				NOT = { faith = root.location.county.faith }
				trigger_if = {
					limit = {
						is_independent_ruler = no 
					}
					any_liege_or_above = {
						NOT = { faith = root.location.county.faith }
					}
				}
			}
		}
	}

	weight_multiplier = {
		base = 1
		upweight_for_focus_modifier = { FOCUS = wanderer_internal_affairs_focus }
	}

	immediate = {
		location.county = {
			save_scope_as = tensions_county
		}
		scope:tensions_county.faith = { save_scope_as = target_faith }
		scope:tensions_county.holder = {
			if = {
				limit = {
					is_independent_ruler = no 
				}
				random_liege_or_above = {
					limit = {
						NOT = { faith = root.location.county.faith }
					}
					save_scope_as = target_liege
				}
			}
			else = {
				save_scope_as = target_liege
			}
		}
		scope:target_liege.faith = { save_scope_as = opposing_faith }
	}
	
	option = { 
		name = internal_affairs.50.tolerance
		custom_tooltip = internal_affairs.tolerance_desc
		add_character_modifier = {
			modifier = internal_affairs_character_religious_tolerance_modifier 
			years = 1
		}
		duel = {
			skill = diplomacy
			value = decent_skill_rating
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				modifier = {
					factor = 1.5
					OR = {
						has_trait = diplomat
						has_trait = lifestyle_surveyor
					}
				}
				desc = local_zealots_appeased_tt
				send_interface_toast = {
					type = event_generic_good
					title = local_zealots_appeased_tt
					scope:tensions_county = {
						add_county_modifier = {
							modifier = internal_affairs_county_religious_tolerance_modifier
							years = 2
						}
					}
					scope:tensions_county.holder = {
						add_opinion = {
							target = root
							modifier = grateful_opinion
							opinion = 15
						}
					}
					if = {
						limit = {
							scope:target_faith = root.faith
						}
						add_piety = medium_piety_gain
					}			
					else = { add_prestige = medium_prestige_gain } 
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = religious_tension_continues_tt
				internal_affairs_50_increase_tensions_effect =  yes
			}
		}		

		ai_chance = {
			base = 100
		}
	}

	option = { 
		name = internal_affairs.50.conversion
		custom_tooltip = internal_affairs.conversion_desc
		duel = {
			skill = learning
			value = decent_skill_rating
			35 = {
				modifier = { 
					factor = 2
					piety_level >= 3
				}
				modifier = {
					factor = 1.5
					has_trait = zealous
				}
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -34
				}
				desc = religious_county_converted_tt
				send_interface_toast = {
					type = event_generic_good
					title = religious_county_converted_tt
					scope:tensions_county = {
						set_county_faith = scope:opposing_faith
					}
					scope:tensions_county.holder = {
						add_opinion = {
							target = root
							modifier = grateful_opinion
							opinion = 30
						}
					}
					if = {
						limit = {
							is_landless_adventurer = yes
							NOT = { has_contact = scope:target_liege }
						}
						add_contact = scope:target_liege
					}
					if = {
						limit = {
							scope:opposing_faith = root.faith
						}
						add_prestige = minor_prestige_gain
						add_piety = major_piety_gain
					}			
					else = { 
						add_prestige = major_prestige_gain
					} 
				}	
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = religious_tension_continues_tt
				internal_affairs_50_increase_tensions_effect =  yes				
			}
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 2
				AND = {
					has_trait = zealous
					faith = scope:opposing_faith
				}
			}
		}
	}

	option = { 
		name = {
			text = {
				first_valid = {
					triggered_desc = { 
						trigger = {
							has_trait = cynical 
						}
						desc = internal_affairs.50.neutral_cynic
					}
					desc = internal_affairs.50.neutral
				}
			}
		}
		trigger = {
			OR = {
				has_trait = cynical
				NOR = {
					faith = scope:target_faith
					faith = scope:opposing_faith
				}
			}
		}
		stress_impact = {
			base = minor_stress_impact_loss
		}
		ai_chance = {
			base = 150
		}
	}

}

internal_affairs.60 = { # The Bandit's Hoard
	type = character_event
	title = internal_affairs.60.t
	desc = internal_affairs.60.desc
	theme = wanderer_internal_affairs_focus

	cooldown = { years = 10 }

	immediate = {
		#Create bandit char
		create_character = {
			template = criminal_thief_bandit_character
			location = location
			save_scope_as = bandit_character
		}
		location.county.holder = {
			save_scope_as = bandit_holder
		}
		location.county = {
			save_scope_as = bandit_location
		}
	}

	trigger = {
		has_lifestyle = wanderer_lifestyle
		is_landless_adventurer = yes
		location.county = {
			county_control <= 75
		}
		OR = {
			gold <= medium_gold_value
			domicile = {
				provisions <= forty_percent_provisions_value
			}
		}
	}

	override_background = { reference = alley_night }

	left_portrait = {
		character = root
		animation = personality_bold
	}

	lower_center_portrait = {
		character = scope:bandit_holder
	}

	right_portrait = {
		character = scope:bandit_character
		animation = marshal
	}
	
	weight_multiplier = {
		base = 1
		upweight_for_focus_modifier = { FOCUS = wanderer_internal_affairs_focus }
	}

	option = { # Take by force
		name = internal_affairs.60.force
		duel = {
			skills = { martial prowess }
			target = scope:bandit_character
			desc = internal_affairs.60.force_tt
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = internal_affairs.60.force_tt_succ
				send_interface_toast = {
					type = event_generic_good
					title = internal_affairs.60.force_tt_succ
					hidden_effect = {
						random_list = {
							50 = {
								progress_towards_rival_effect = {
									CHARACTER = scope:bandit_character
									REASON = bp3_progress_towards_rival_stole_loot
									OPINION = -30
								}
								scope:bandit_character = {
									change_trait_rank = {
										trait = wounded
										rank = 1
										max = 3
									}
								}
							}
							50 = {
								scope:bandit_character = {
									death = {
										death_reason = death_duel
										killer = root
									}
								}
							}
						}
					}
					
					laamp_rewards_apply_criminal_xp_effect = {
						TRACK = bandit
						XP_MIN = gallowsbait_xp_minor_gain
						XP_MAX = gallowsbait_xp_medium_gain
					}
					add_gold = massive_gold_laamps_value
					add_prestige = medium_prestige_gain
					domicile = {
						change_provisions = forty_percent_provisions_value
					}
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = internal_affairs.60.force_tt_fail
				send_interface_toast = {
					type = event_generic_bad
					title = internal_affairs.60.force_tt_fail
					hidden_effect = {
						progress_towards_rival_effect = {
							CHARACTER = scope:bandit_character
							REASON = bp3_progress_towards_rival_stole_loot_attempt
							OPINION = -15
						}
					}
					add_prestige = minor_prestige_loss
					change_trait_rank = {
						trait = wounded
						rank = 1
						max = 3
					}
				}
			}
		}

		stress_impact = {
			craven = medium_stress_impact_gain
			honest = minor_stress_impact_gain
			just = minor_stress_impact_gain
			brave = minor_stress_impact_loss
		}

		ai_chance = {
			base = 100
			modifier = {
				OR = {
					has_trait = brave
					has_trait = greedy
				}
				factor = 2
			}
			modifier = {
				has_trait = gallowsbait
				factor = 1.25
			}
		}

	}

	option = { # Tell the ruler
		name = internal_affairs.60.snitch
		
		custom_tooltip = internal_affairs.60.snitch_tt
		location.county = {
			change_county_control = 10
		}
		domicile = {
			change_provisions = twenty_percent_provisions_value
		}
		scope:bandit_holder ?= {
			if = { 
				limit = { # He won't give you any gold, just provisions
					NOT = { has_trait = greedy }
				}
				root = { add_gold = medium_gold_laamps_value }
			}
			
			add_opinion = { 
				modifier = grateful_opinion
				target = root
				opinion = 30
			} 
		}

		stress_impact = {
			honest = minor_stress_impact_loss
			just = minor_stress_impact_loss
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = 1
			}
			modifier = {
				OR = {
					has_trait = honest
					has_trait = craven
					has_trait = just
				}
				factor = 2
			}
		}
	}

	option = { # I can do this myself 
		name = internal_affairs.60.sus

		trigger = {
			OR = {
				has_trait = diligent
				has_trait = ambitious
				has_trait = gallowsbait
				has_trait = arrogant
			}
		}

		custom_tooltip = internal_affairs.60.sus_tt

		hidden_effect = {
			populate_task_contracts_for_area = {
				location = location
				amount = 3
				group = { laamp_contracts_criminal_group }
			}
		}

		ai_chance = {
			base = 150
		}
	}

	option = { # Leave it be
		name = internal_affairs.60.neutral

		stress_impact = {
			base = miniscule_stress_impact_loss
			craven = minor_stress_impact_loss
			shy = minor_stress_impact_loss
			lazy = minor_stress_impact_loss
		}

		ai_chance = {
			base = 100
			modifier = {
				OR = {
					has_trait = shy
					has_trait = craven
				}
				factor = 2
			}
		}
	}

}