﻿
namespace = gptc_court_zealous

#####################################
# ZEALOUS			
#####################################

### zealous vs. brave ###
gptc_court_zealous.0001 = {
	type = court_event
	title = gptc_court_zealous.0001.t
	desc = gptc_court_zealous.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0001.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { zealous = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. craven ###
gptc_court_zealous.0002 = {
	type = court_event
	title = gptc_court_zealous.0002.t
	desc = gptc_court_zealous.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0002.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { zealous = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. lazy ###
gptc_court_zealous.0003 = {
	type = court_event
	title = gptc_court_zealous.0003.t
	desc = gptc_court_zealous.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0003.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { zealous = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. diligent ###
gptc_court_zealous.0004 = {
	type = court_event
	title = gptc_court_zealous.0004.t
	desc = gptc_court_zealous.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0004.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { zealous = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. forgiving ###
gptc_court_zealous.0005 = {
	type = court_event
	title = gptc_court_zealous.0005.t
	desc = gptc_court_zealous.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0005.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. vengeful ###
gptc_court_zealous.0006 = {
	type = court_event
	title = gptc_court_zealous.0006.t
	desc = gptc_court_zealous.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0006.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { zealous = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. greedy ###
gptc_court_zealous.0007 = {
	type = court_event
	title = gptc_court_zealous.0007.t
	desc = gptc_court_zealous.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0007.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { zealous = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0007.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. generous ###
gptc_court_zealous.0008 = {
	type = court_event
	title = gptc_court_zealous.0008.t
	desc = gptc_court_zealous.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0008.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { zealous = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0008.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. gregarious ###
gptc_court_zealous.0009 = {
	type = court_event
	title = gptc_court_zealous.0009.t
	desc = gptc_court_zealous.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0009.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0009.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. shy ###
gptc_court_zealous.0010 = {
	type = court_event
	title = gptc_court_zealous.0010.t
	desc = gptc_court_zealous.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0010.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { zealous = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0010.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. just ###
gptc_court_zealous.0011 = {
	type = court_event
	title = gptc_court_zealous.0011.t
	desc = gptc_court_zealous.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0011.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { zealous = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0011.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. arbitrary ###
gptc_court_zealous.0012 = {
	type = court_event
	title = gptc_court_zealous.0012.t
	desc = gptc_court_zealous.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0012.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0012.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. cynical ###
gptc_court_zealous.0013 = {
	type = court_event
	title = gptc_court_zealous.0013.t
	desc = gptc_court_zealous.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0013.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { zealous = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. compassionate ###
gptc_court_zealous.0014 = {
	type = court_event
	title = gptc_court_zealous.0014.t
	desc = gptc_court_zealous.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0014.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. callous ###
gptc_court_zealous.0015 = {
	type = court_event
	title = gptc_court_zealous.0015.t
	desc = gptc_court_zealous.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0015.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { zealous = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. calm ###
gptc_court_zealous.0016 = {
	type = court_event
	title = gptc_court_zealous.0016.t
	desc = gptc_court_zealous.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0016.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { zealous = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### zealous vs. wrathful ###
gptc_court_zealous.0017 = {
	type = court_event
	title = gptc_court_zealous.0017.t
	desc = gptc_court_zealous.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal >= 20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal >= 20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_zealous.0017.a

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { zealous = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_zealous.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { zealous = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}



namespace = gptc_court_brave

#####################################
# brave			
#####################################

### brave vs. craven ###
gptc_court_brave.0001 = {
	type = court_event
	title = gptc_court_brave.0001.t
	desc = gptc_court_brave.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0001.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { brave = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0001.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. lazy ###
gptc_court_brave.0002 = {
	type = court_event
	title = gptc_court_brave.0002.t
	desc = gptc_court_brave.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0002.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { brave = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0002.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. diligent ###
gptc_court_brave.0003 = {
	type = court_event
	title = gptc_court_brave.0003.t
	desc = gptc_court_brave.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0003.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { brave = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0003.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. forgiving ###
gptc_court_brave.0004 = {
	type = court_event
	title = gptc_court_brave.0004.t
	desc = gptc_court_brave.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0004.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { brave = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0004.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. vengeful ###
gptc_court_brave.0005 = {
	type = court_event
	title = gptc_court_brave.0005.t
	desc = gptc_court_brave.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0005.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { brave = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0005.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. greedy ###
gptc_court_brave.0006 = {
	type = court_event
	title = gptc_court_brave.0006.t
	desc = gptc_court_brave.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0006.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { brave = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0006.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. generous ###
gptc_court_brave.0007 = {
	type = court_event
	title = gptc_court_brave.0007.t
	desc = gptc_court_brave.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0007.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { brave = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0007.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. gregarious ###
gptc_court_brave.0008 = {
	type = court_event
	title = gptc_court_brave.0008.t
	desc = gptc_court_brave.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0008.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0008.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. shy ###
gptc_court_brave.0009 = {
	type = court_event
	title = gptc_court_brave.0009.t
	desc = gptc_court_brave.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0009.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { brave = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0009.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. just ###
gptc_court_brave.0010 = {
	type = court_event
	title = gptc_court_brave.0010.t
	desc = gptc_court_brave.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0010.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { brave = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0010.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. arbitrary ###
gptc_court_brave.0011 = {
	type = court_event
	title = gptc_court_brave.0011.t
	desc = gptc_court_brave.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0011.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0011.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. zealous ###
gptc_court_brave.0012 = {
	type = court_event
	title = gptc_court_brave.0012.t
	desc = gptc_court_brave.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0012.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { brave = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. cynical ###
gptc_court_brave.0013 = {
	type = court_event
	title = gptc_court_brave.0013.t
	desc = gptc_court_brave.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0013.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { brave = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. compassionate ###
gptc_court_brave.0014 = {
	type = court_event
	title = gptc_court_brave.0014.t
	desc = gptc_court_brave.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0014.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { brave = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. callous ###
gptc_court_brave.0015 = {
	type = court_event
	title = gptc_court_brave.0015.t
	desc = gptc_court_brave.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0015.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { brave = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. calm ###
gptc_court_brave.0016 = {
	type = court_event
	title = gptc_court_brave.0016.t
	desc = gptc_court_brave.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0016.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { brave = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### brave vs. wrathful ###
gptc_court_brave.0017 = {
	type = court_event
	title = gptc_court_brave.0017.t
	desc = gptc_court_brave.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness >= 20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness >= 20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_brave.0017.a

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { brave = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}

	option = {
		name = gptc_court_brave.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { brave = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}





namespace = gptc_court_craven

#####################################
# craven			
#####################################

### craven vs. brave ###
gptc_court_craven.0001 = {
	type = court_event
	title = gptc_court_craven.0001.t
	desc = gptc_court_craven.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0001.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { craven = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. lazy ###
gptc_court_craven.0002 = {
	type = court_event
	title = gptc_court_craven.0002.t
	desc = gptc_court_craven.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0002.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0002.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. diligent ###
gptc_court_craven.0003 = {
	type = court_event
	title = gptc_court_craven.0003.t
	desc = gptc_court_craven.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0003.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { craven = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0003.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. forgiving ###
gptc_court_craven.0004 = {
	type = court_event
	title = gptc_court_craven.0004.t
	desc = gptc_court_craven.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0004.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { craven = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0004.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. vengeful ###
gptc_court_craven.0005 = {
	type = court_event
	title = gptc_court_craven.0005.t
	desc = gptc_court_craven.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0005.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { craven = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0005.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. greedy ###
gptc_court_craven.0006 = {
	type = court_event
	title = gptc_court_craven.0006.t
	desc = gptc_court_craven.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0006.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0006.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. generous ###
gptc_court_craven.0007 = {
	type = court_event
	title = gptc_court_craven.0007.t
	desc = gptc_court_craven.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0007.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { craven = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0007.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. gregarious ###
gptc_court_craven.0008 = {
	type = court_event
	title = gptc_court_craven.0008.t
	desc = gptc_court_craven.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0008.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { craven = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0008.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. shy ###
gptc_court_craven.0009 = {
	type = court_event
	title = gptc_court_craven.0009.t
	desc = gptc_court_craven.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0009.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { craven = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0009.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. just ###
gptc_court_craven.0010 = {
	type = court_event
	title = gptc_court_craven.0010.t
	desc = gptc_court_craven.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0010.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { craven = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0010.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. arbitrary ###
gptc_court_craven.0011 = {
	type = court_event
	title = gptc_court_craven.0011.t
	desc = gptc_court_craven.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0011.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { craven = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0011.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. zealous ###
gptc_court_craven.0012 = {
	type = court_event
	title = gptc_court_craven.0012.t
	desc = gptc_court_craven.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0012.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { craven = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. cynical ###
gptc_court_craven.0013 = {
	type = court_event
	title = gptc_court_craven.0013.t
	desc = gptc_court_craven.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0013.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { craven = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. compassionate ###
gptc_court_craven.0014 = {
	type = court_event
	title = gptc_court_craven.0014.t
	desc = gptc_court_craven.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0014.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { craven = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. callous ###
gptc_court_craven.0015 = {
	type = court_event
	title = gptc_court_craven.0015.t
	desc = gptc_court_craven.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0015.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { craven = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. calm ###
gptc_court_craven.0016 = {
	type = court_event
	title = gptc_court_craven.0016.t
	desc = gptc_court_craven.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0016.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { craven = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### craven vs. wrathful ###
gptc_court_craven.0017 = {
	type = court_event
	title = gptc_court_craven.0017.t
	desc = gptc_court_craven.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_boldness <= -20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_boldness <= -20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_craven.0017.a

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { craven = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_craven.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { craven = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}








namespace = gptc_court_lazy

#####################################
# lazy			
#####################################

### lazy vs. brave ###
gptc_court_lazy.0001 = {
	type = court_event
	title = gptc_court_lazy.0001.t
	desc = gptc_court_lazy.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0001.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { lazy = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #_lifestyle_xpess = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. craven ###
gptc_court_lazy.0002 = {
	type = court_event
	title = gptc_court_lazy.0002.t
	desc = gptc_court_lazy.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0002.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #_lifestyle_xpess = -12
			add_gold = gptc_event_add_gold
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. diligent ###
gptc_court_lazy.0003 = {
	type = court_event
	title = gptc_court_lazy.0003.t
	desc = gptc_court_lazy.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0003.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { lazy = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0003.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. forgiving ###
gptc_court_lazy.0004 = {
	type = court_event
	title = gptc_court_lazy.0004.t
	desc = gptc_court_lazy.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0004.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { lazy = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0004.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. vengeful ###
gptc_court_lazy.0005 = {
	type = court_event
	title = gptc_court_lazy.0005.t
	desc = gptc_court_lazy.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0005.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { lazy = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0005.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. greedy ###
gptc_court_lazy.0006 = {
	type = court_event
	title = gptc_court_lazy.0006.t
	desc = gptc_court_lazy.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0006.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0006.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. generous ###
gptc_court_lazy.0007 = {
	type = court_event
	title = gptc_court_lazy.0007.t
	desc = gptc_court_lazy.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0007.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { lazy = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0007.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. gregarious ###
gptc_court_lazy.0008 = {
	type = court_event
	title = gptc_court_lazy.0008.t
	desc = gptc_court_lazy.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0008.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { lazy = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0008.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. shy ###
gptc_court_lazy.0009 = {
	type = court_event
	title = gptc_court_lazy.0009.t
	desc = gptc_court_lazy.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0009.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { lazy = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0009.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. just ###
gptc_court_lazy.0010 = {
	type = court_event
	title = gptc_court_lazy.0010.t
	desc = gptc_court_lazy.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0010.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { lazy = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0010.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. arbitrary ###
gptc_court_lazy.0011 = {
	type = court_event
	title = gptc_court_lazy.0011.t
	desc = gptc_court_lazy.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0011.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { lazy = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0011.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. zealous ###
gptc_court_lazy.0012 = {
	type = court_event
	title = gptc_court_lazy.0012.t
	desc = gptc_court_lazy.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0012.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { lazy = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. cynical ###
gptc_court_lazy.0013 = {
	type = court_event
	title = gptc_court_lazy.0013.t
	desc = gptc_court_lazy.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0013.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { lazy = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. compassionate ###
gptc_court_lazy.0014 = {
	type = court_event
	title = gptc_court_lazy.0014.t
	desc = gptc_court_lazy.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0014.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { lazy = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. callous ###
gptc_court_lazy.0015 = {
	type = court_event
	title = gptc_court_lazy.0015.t
	desc = gptc_court_lazy.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0015.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { lazy = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. calm ###
gptc_court_lazy.0016 = {
	type = court_event
	title = gptc_court_lazy.0016.t
	desc = gptc_court_lazy.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0016.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { lazy = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### lazy vs. wrathful ###
gptc_court_lazy.0017 = {
	type = court_event
	title = gptc_court_lazy.0017.t
	desc = gptc_court_lazy.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy <= -20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy <= -20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_lazy.0017.a

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { lazy = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_lazy.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { lazy = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}





namespace = gptc_court_diligent

#####################################
# diligent			
#####################################

### diligent vs. brave ###
gptc_court_diligent.0001 = {
	type = court_event
	title = gptc_court_diligent.0001.t
	desc = gptc_court_diligent.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0001.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { diligent = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. craven ###
gptc_court_diligent.0002 = {
	type = court_event
	title = gptc_court_diligent.0002.t
	desc = gptc_court_diligent.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0002.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { diligent = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. lazy ###
gptc_court_diligent.0003 = {
	type = court_event
	title = gptc_court_diligent.0003.t
	desc = gptc_court_diligent.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0003.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { diligent = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. forgiving ###
gptc_court_diligent.0004 = {
	type = court_event
	title = gptc_court_diligent.0004.t
	desc = gptc_court_diligent.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0004.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { diligent = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0004.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. vengeful ###
gptc_court_diligent.0005 = {
	type = court_event
	title = gptc_court_diligent.0005.t
	desc = gptc_court_diligent.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0005.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { diligent = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0005.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. greedy ###
gptc_court_diligent.0006 = {
	type = court_event
	title = gptc_court_diligent.0006.t
	desc = gptc_court_diligent.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0006.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { diligent = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0006.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. generous ###
gptc_court_diligent.0007 = {
	type = court_event
	title = gptc_court_diligent.0007.t
	desc = gptc_court_diligent.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0007.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { diligent = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0007.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. gregarious ###
gptc_court_diligent.0008 = {
	type = court_event
	title = gptc_court_diligent.0008.t
	desc = gptc_court_diligent.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0008.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { diligent = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0008.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. shy ###
gptc_court_diligent.0009 = {
	type = court_event
	title = gptc_court_diligent.0009.t
	desc = gptc_court_diligent.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0009.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0009.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. just ###
gptc_court_diligent.0010 = {
	type = court_event
	title = gptc_court_diligent.0010.t
	desc = gptc_court_diligent.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0010.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { diligent = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0010.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. arbitrary ###
gptc_court_diligent.0011 = {
	type = court_event
	title = gptc_court_diligent.0011.t
	desc = gptc_court_diligent.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0011.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { diligent = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0011.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. zealous ###
gptc_court_diligent.0012 = {
	type = court_event
	title = gptc_court_diligent.0012.t
	desc = gptc_court_diligent.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0012.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { diligent = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. cynical ###
gptc_court_diligent.0013 = {
	type = court_event
	title = gptc_court_diligent.0013.t
	desc = gptc_court_diligent.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0013.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. compassionate ###
gptc_court_diligent.0014 = {
	type = court_event
	title = gptc_court_diligent.0014.t
	desc = gptc_court_diligent.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0014.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { diligent = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. callous ###
gptc_court_diligent.0015 = {
	type = court_event
	title = gptc_court_diligent.0015.t
	desc = gptc_court_diligent.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0015.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { diligent = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. calm ###
gptc_court_diligent.0016 = {
	type = court_event
	title = gptc_court_diligent.0016.t
	desc = gptc_court_diligent.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0016.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { diligent = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### diligent vs. wrathful ###
gptc_court_diligent.0017 = {
	type = court_event
	title = gptc_court_diligent.0017.t
	desc = gptc_court_diligent.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_energy >= 20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_energy >= 20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_diligent.0017.a

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { diligent = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_diligent.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { diligent = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}






namespace = gptc_court_forgiving

#####################################
# forgiving			
#####################################

### forgiving vs. brave ###
gptc_court_forgiving.0001 = {
	type = court_event
	title = gptc_court_forgiving.0001.t
	desc = gptc_court_forgiving.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0001.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. craven ###
gptc_court_forgiving.0002 = {
	type = court_event
	title = gptc_court_forgiving.0002.t
	desc = gptc_court_forgiving.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0002.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { forgiving = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

 ### forgiving vs. lazy ###
gptc_court_forgiving.0003 = {
	type = court_event
	title = gptc_court_forgiving.0003.t
	desc = gptc_court_forgiving.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0003.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { forgiving = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

 ### forgiving vs. diligent ###
gptc_court_forgiving.0004 = {
	type = court_event
	title = gptc_court_forgiving.0004.t
	desc = gptc_court_forgiving.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0004.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { forgiving = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

 ### forgiving vs. vengeful ###
gptc_court_forgiving.0005 = {
	type = court_event
	title = gptc_court_forgiving.0005.t
	desc = gptc_court_forgiving.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0005.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { forgiving = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0005.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

 ### forgiving vs. greedy ###
gptc_court_forgiving.0006 = {
	type = court_event
	title = gptc_court_forgiving.0006.t
	desc = gptc_court_forgiving.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0006.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { forgiving = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0006.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. generous ###
gptc_court_forgiving.0007 = {
	type = court_event
	title = gptc_court_forgiving.0007.t
	desc = gptc_court_forgiving.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0007.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { forgiving = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0007.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. gregarious ###
gptc_court_forgiving.0008 = {
	type = court_event
	title = gptc_court_forgiving.0008.t
	desc = gptc_court_forgiving.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0008.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0008.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. shy ###
gptc_court_forgiving.0009 = {
	type = court_event
	title = gptc_court_forgiving.0009.t
	desc = gptc_court_forgiving.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0009.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { forgiving = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0009.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. just ###
gptc_court_forgiving.0010 = {
	type = court_event
	title = gptc_court_forgiving.0010.t
	desc = gptc_court_forgiving.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0010.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { forgiving = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0010.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. arbitrary ###
gptc_court_forgiving.0011 = {
	type = court_event
	title = gptc_court_forgiving.0011.t
	desc = gptc_court_forgiving.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0011.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0011.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. zealous ###
gptc_court_forgiving.0012 = {
	type = court_event
	title = gptc_court_forgiving.0012.t
	desc = gptc_court_forgiving.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0012.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. cynical ###
gptc_court_forgiving.0013 = {
	type = court_event
	title = gptc_court_forgiving.0013.t
	desc = gptc_court_forgiving.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0013.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { forgiving = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. compassionate ###
gptc_court_forgiving.0014 = {
	type = court_event
	title = gptc_court_forgiving.0014.t
	desc = gptc_court_forgiving.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0014.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. callous ###
gptc_court_forgiving.0015 = {
	type = court_event
	title = gptc_court_forgiving.0015.t
	desc = gptc_court_forgiving.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0015.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { forgiving = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. calm ###
gptc_court_forgiving.0016 = {
	type = court_event
	title = gptc_court_forgiving.0016.t
	desc = gptc_court_forgiving.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0016.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { forgiving = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### forgiving vs. wrathful ###
gptc_court_forgiving.0017 = {
	type = court_event
	title = gptc_court_forgiving.0017.t
	desc = gptc_court_forgiving.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness <= -20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness <= -20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_forgiving.0017.a

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { forgiving = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_forgiving.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { forgiving = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}







namespace = gptc_court_vengeful

#####################################
# vengeful			
#####################################

### vengeful vs. brave ###
gptc_court_vengeful.0001 = {
	type = court_event
	title = gptc_court_vengeful.0001.t
	desc = gptc_court_vengeful.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0001.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { vengeful = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. craven ###
gptc_court_vengeful.0002 = {
	type = court_event
	title = gptc_court_vengeful.0002.t
	desc = gptc_court_vengeful.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0002.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { vengeful = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. lazy ###
gptc_court_vengeful.0003 = {
	type = court_event
	title = gptc_court_vengeful.0003.t
	desc = gptc_court_vengeful.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0003.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { vengeful = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. diligent ###
gptc_court_vengeful.0004 = {
	type = court_event
	title = gptc_court_vengeful.0004.t
	desc = gptc_court_vengeful.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0004.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { vengeful = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. forgiving ###
gptc_court_vengeful.0005 = {
	type = court_event
	title = gptc_court_vengeful.0005.t
	desc = gptc_court_vengeful.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0005.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { vengeful = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. greedy ###
gptc_court_vengeful.0006 = {
	type = court_event
	title = gptc_court_vengeful.0006.t
	desc = gptc_court_vengeful.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0006.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { vengeful = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0006.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. generous ###
gptc_court_vengeful.0007 = {
	type = court_event
	title = gptc_court_vengeful.0007.t
	desc = gptc_court_vengeful.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0007.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { vengeful = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0007.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. gregarious ###
gptc_court_vengeful.0008 = {
	type = court_event
	title = gptc_court_vengeful.0008.t
	desc = gptc_court_vengeful.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0008.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { vengeful = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0008.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. shy ###
gptc_court_vengeful.0009 = {
	type = court_event
	title = gptc_court_vengeful.0009.t
	desc = gptc_court_vengeful.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0009.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { vengeful = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0009.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. just ###
gptc_court_vengeful.0010 = {
	type = court_event
	title = gptc_court_vengeful.0010.t
	desc = gptc_court_vengeful.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0010.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { vengeful = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0010.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. arbitrary ###
gptc_court_vengeful.0011 = {
	type = court_event
	title = gptc_court_vengeful.0011.t
	desc = gptc_court_vengeful.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0011.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { vengeful = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0011.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. zealous ###
gptc_court_vengeful.0012 = {
	type = court_event
	title = gptc_court_vengeful.0012.t
	desc = gptc_court_vengeful.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0012.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { vengeful = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. cynical ###
gptc_court_vengeful.0013 = {
	type = court_event
	title = gptc_court_vengeful.0013.t
	desc = gptc_court_vengeful.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0013.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { vengeful = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. compassionate ###
gptc_court_vengeful.0014 = {
	type = court_event
	title = gptc_court_vengeful.0014.t
	desc = gptc_court_vengeful.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0014.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { vengeful = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. callous ###
gptc_court_vengeful.0015 = {
	type = court_event
	title = gptc_court_vengeful.0015.t
	desc = gptc_court_vengeful.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0015.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. calm ###
gptc_court_vengeful.0016 = {
	type = court_event
	title = gptc_court_vengeful.0016.t
	desc = gptc_court_vengeful.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0016.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { vengeful = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### vengeful vs. wrathful ###
gptc_court_vengeful.0017 = {
	type = court_event
	title = gptc_court_vengeful.0017.t
	desc = gptc_court_vengeful.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_vengefulness >= 20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_vengefulness >= 20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_vengeful.0017.a

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_vengeful.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { vengeful = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}







namespace = gptc_court_greedy

#####################################
# greedy			
#####################################

### greedy vs. brave ###
gptc_court_greedy.0001 = {
	type = court_event
	title = gptc_court_greedy.0001.t
	desc = gptc_court_greedy.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0001.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { greedy = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. craven ###
gptc_court_greedy.0002 = {
	type = court_event
	title = gptc_court_greedy.0002.t
	desc = gptc_court_greedy.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0002.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. lazy ###
gptc_court_greedy.0003 = {
	type = court_event
	title = gptc_court_greedy.0003.t
	desc = gptc_court_greedy.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0003.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. diligent ###
gptc_court_greedy.0004 = {
	type = court_event
	title = gptc_court_greedy.0004.t
	desc = gptc_court_greedy.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0004.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { greedy = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. forgiving ###
gptc_court_greedy.0005 = {
	type = court_event
	title = gptc_court_greedy.0005.t
	desc = gptc_court_greedy.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0005.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { greedy = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. vengeful ###
gptc_court_greedy.0006 = {
	type = court_event
	title = gptc_court_greedy.0006.t
	desc = gptc_court_greedy.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0006.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { greedy = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. generous ###
gptc_court_greedy.0007 = {
	type = court_event
	title = gptc_court_greedy.0007.t
	desc = gptc_court_greedy.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0007.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { greedy = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0007.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. gregarious ###
gptc_court_greedy.0008 = {
	type = court_event
	title = gptc_court_greedy.0008.t
	desc = gptc_court_greedy.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0008.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { greedy = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0008.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. shy ###
gptc_court_greedy.0009 = {
	type = court_event
	title = gptc_court_greedy.0009.t
	desc = gptc_court_greedy.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0009.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { greedy = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0009.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. just ###
gptc_court_greedy.0010 = {
	type = court_event
	title = gptc_court_greedy.0010.t
	desc = gptc_court_greedy.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0010.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { greedy = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0010.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. arbitrary ###
gptc_court_greedy.0011 = {
	type = court_event
	title = gptc_court_greedy.0011.t
	desc = gptc_court_greedy.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0011.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { greedy = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0011.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. zealous ###
gptc_court_greedy.0012 = {
	type = court_event
	title = gptc_court_greedy.0012.t
	desc = gptc_court_greedy.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0012.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { greedy = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. cynical ###
gptc_court_greedy.0013 = {
	type = court_event
	title = gptc_court_greedy.0013.t
	desc = gptc_court_greedy.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0013.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { greedy = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. compassionate ###
gptc_court_greedy.0014 = {
	type = court_event
	title = gptc_court_greedy.0014.t
	desc = gptc_court_greedy.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0014.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { greedy = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. callous ###
gptc_court_greedy.0015 = {
	type = court_event
	title = gptc_court_greedy.0015.t
	desc = gptc_court_greedy.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0015.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { greedy = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. calm ###
gptc_court_greedy.0016 = {
	type = court_event
	title = gptc_court_greedy.0016.t
	desc = gptc_court_greedy.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0016.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { greedy = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### greedy vs. wrathful ###
gptc_court_greedy.0017 = {
	type = court_event
	title = gptc_court_greedy.0017.t
	desc = gptc_court_greedy.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed >= 20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed >= 20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_greedy.0017.a

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { greedy = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_greedy.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { greedy = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}





namespace = gptc_court_generous

#####################################
# generous			
#####################################

### generous vs. brave ###
gptc_court_generous.0001 = {
	type = court_event
	title = gptc_court_generous.0001.t
	desc = gptc_court_generous.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0001.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { generous = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. craven ###
gptc_court_generous.0002 = {
	type = court_event
	title = gptc_court_generous.0002.t
	desc = gptc_court_generous.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0002.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { generous = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. lazy ###
gptc_court_generous.0003 = {
	type = court_event
	title = gptc_court_generous.0003.t
	desc = gptc_court_generous.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0003.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12

		#stress_impact = { generous = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. diligent ###
gptc_court_generous.0004 = {
	type = court_event
	title = gptc_court_generous.0004.t
	desc = gptc_court_generous.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0004.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { generous = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. forgiving ###
gptc_court_generous.0005 = {
	type = court_event
	title = gptc_court_generous.0005.t
	desc = gptc_court_generous.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0005.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { generous = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. vengeful ###
gptc_court_generous.0006 = {
	type = court_event
	title = gptc_court_generous.0006.t
	desc = gptc_court_generous.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0006.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { generous = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. greedy ###
gptc_court_generous.0007 = {
	type = court_event
	title = gptc_court_generous.0007.t
	desc = gptc_court_generous.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0007.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { generous = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0007.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. gregarious ###
gptc_court_generous.0008 = {
	type = court_event
	title = gptc_court_generous.0008.t
	desc = gptc_court_generous.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0008.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { generous = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0008.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. shy ###
gptc_court_generous.0009 = {
	type = court_event
	title = gptc_court_generous.0009.t
	desc = gptc_court_generous.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0009.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { generous = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0009.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. just ###
gptc_court_generous.0010 = {
	type = court_event
	title = gptc_court_generous.0010.t
	desc = gptc_court_generous.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0010.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0010.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. arbitrary ###
gptc_court_generous.0011 = {
	type = court_event
	title = gptc_court_generous.0011.t
	desc = gptc_court_generous.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0011.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { generous = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0011.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. zealous ###
gptc_court_generous.0012 = {
	type = court_event
	title = gptc_court_generous.0012.t
	desc = gptc_court_generous.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0012.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { generous = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. cynical ###
gptc_court_generous.0013 = {
	type = court_event
	title = gptc_court_generous.0013.t
	desc = gptc_court_generous.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0013.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { generous = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. compassionate ###
gptc_court_generous.0014 = {
	type = court_event
	title = gptc_court_generous.0014.t
	desc = gptc_court_generous.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0014.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { generous = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. callous ###
gptc_court_generous.0015 = {
	type = court_event
	title = gptc_court_generous.0015.t
	desc = gptc_court_generous.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0015.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { generous = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. calm ###
gptc_court_generous.0016 = {
	type = court_event
	title = gptc_court_generous.0016.t
	desc = gptc_court_generous.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0016.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### generous vs. wrathful ###
gptc_court_generous.0017 = {
	type = court_event
	title = gptc_court_generous.0017.t
	desc = gptc_court_generous.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_greed <= -20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_greed <= -20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_generous.0017.a

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { generous = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_generous.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { generous = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}






namespace = gptc_court_gregarious

#####################################
# gregarious			
#####################################

### gregarious vs. brave ###
gptc_court_gregarious.0001 = {
	type = court_event
	title = gptc_court_gregarious.0001.t
	desc = gptc_court_gregarious.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0001.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. craven ###
gptc_court_gregarious.0002 = {
	type = court_event
	title = gptc_court_gregarious.0002.t
	desc = gptc_court_gregarious.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0002.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { gregarious = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. lazy ###
gptc_court_gregarious.0003 = {
	type = court_event
	title = gptc_court_gregarious.0003.t
	desc = gptc_court_gregarious.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0003.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { gregarious = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. diligent ###
gptc_court_gregarious.0004 = {
	type = court_event
	title = gptc_court_gregarious.0004.t
	desc = gptc_court_gregarious.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0004.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { gregarious = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. forgiving ###
gptc_court_gregarious.0005 = {
	type = court_event
	title = gptc_court_gregarious.0005.t
	desc = gptc_court_gregarious.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0005.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. vengeful ###
gptc_court_gregarious.0006 = {
	type = court_event
	title = gptc_court_gregarious.0006.t
	desc = gptc_court_gregarious.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0006.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { gregarious = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. greedy ###
gptc_court_gregarious.0007 = {
	type = court_event
	title = gptc_court_gregarious.0007.t
	desc = gptc_court_gregarious.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0007.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { gregarious = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0007.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. generous ###
gptc_court_gregarious.0008 = {
	type = court_event
	title = gptc_court_gregarious.0008.t
	desc = gptc_court_gregarious.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0008.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { gregarious = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0008.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. shy ###
gptc_court_gregarious.0009 = {
	type = court_event
	title = gptc_court_gregarious.0009.t
	desc = gptc_court_gregarious.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0009.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { gregarious = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0009.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. just ###
gptc_court_gregarious.0010 = {
	type = court_event
	title = gptc_court_gregarious.0010.t
	desc = gptc_court_gregarious.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0010.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { gregarious = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0010.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. arbitrary ###
gptc_court_gregarious.0011 = {
	type = court_event
	title = gptc_court_gregarious.0011.t
	desc = gptc_court_gregarious.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0011.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0011.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. zealous ###
gptc_court_gregarious.0012 = {
	type = court_event
	title = gptc_court_gregarious.0012.t
	desc = gptc_court_gregarious.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0012.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. cynical ###
gptc_court_gregarious.0013 = {
	type = court_event
	title = gptc_court_gregarious.0013.t
	desc = gptc_court_gregarious.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0013.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { gregarious = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. compassionate ###
gptc_court_gregarious.0014 = {
	type = court_event
	title = gptc_court_gregarious.0014.t
	desc = gptc_court_gregarious.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0014.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. callous ###
gptc_court_gregarious.0015 = {
	type = court_event
	title = gptc_court_gregarious.0015.t
	desc = gptc_court_gregarious.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0015.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { gregarious = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. calm ###
gptc_court_gregarious.0016 = {
	type = court_event
	title = gptc_court_gregarious.0016.t
	desc = gptc_court_gregarious.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0016.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { gregarious = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### gregarious vs. wrathful ###
gptc_court_gregarious.0017 = {
	type = court_event
	title = gptc_court_gregarious.0017.t
	desc = gptc_court_gregarious.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability >= 20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability >= 20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_gregarious.0017.a

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { gregarious = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_gregarious.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { gregarious = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}




namespace = gptc_court_shy

#####################################
# shy			
#####################################

### shy vs. brave ###
gptc_court_shy.0001 = {
	type = court_event
	title = gptc_court_shy.0001.t
	desc = gptc_court_shy.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0001.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { shy = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. craven ###
gptc_court_shy.0002 = {
	type = court_event
	title = gptc_court_shy.0002.t
	desc = gptc_court_shy.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0002.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { shy = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. lazy ###
gptc_court_shy.0003 = {
	type = court_event
	title = gptc_court_shy.0003.t
	desc = gptc_court_shy.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0003.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { shy = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. diligent ###
gptc_court_shy.0004 = {
	type = court_event
	title = gptc_court_shy.0004.t
	desc = gptc_court_shy.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0004.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. forgiving ###
gptc_court_shy.0005 = {
	type = court_event
	title = gptc_court_shy.0005.t
	desc = gptc_court_shy.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0005.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { shy = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. vengeful ###
gptc_court_shy.0006 = {
	type = court_event
	title = gptc_court_shy.0006.t
	desc = gptc_court_shy.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0006.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread

		#stress_impact = { shy = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. greedy ###
gptc_court_shy.0007 = {
	type = court_event
	title = gptc_court_shy.0007.t
	desc = gptc_court_shy.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0007.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { shy = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0007.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. generous ###
gptc_court_shy.0008 = {
	type = court_event
	title = gptc_court_shy.0008.t
	desc = gptc_court_shy.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0008.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { shy = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0008.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. gregarious ###
gptc_court_shy.0009 = {
	type = court_event
	title = gptc_court_shy.0009.t
	desc = gptc_court_shy.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0009.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { shy = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0009.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. just ###
gptc_court_shy.0010 = {
	type = court_event
	title = gptc_court_shy.0010.t
	desc = gptc_court_shy.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0010.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { shy = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0010.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. arbitrary ###
gptc_court_shy.0011 = {
	type = court_event
	title = gptc_court_shy.0011.t
	desc = gptc_court_shy.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0011.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { shy = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0011.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. zealous ###
gptc_court_shy.0012 = {
	type = court_event
	title = gptc_court_shy.0012.t
	desc = gptc_court_shy.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0012.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { shy = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. cynical ###
gptc_court_shy.0013 = {
	type = court_event
	title = gptc_court_shy.0013.t
	desc = gptc_court_shy.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0013.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. compassionate ###
gptc_court_shy.0014 = {
	type = court_event
	title = gptc_court_shy.0014.t
	desc = gptc_court_shy.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0014.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { shy = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { shy = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. callous ###
gptc_court_shy.0015 = {
	type = court_event
	title = gptc_court_shy.0015.t
	desc = gptc_court_shy.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0015.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { shy = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { shy = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. calm ###
gptc_court_shy.0016 = {
	type = court_event
	title = gptc_court_shy.0016.t
	desc = gptc_court_shy.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0016.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { shy = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { shy = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### shy vs. wrathful ###
gptc_court_shy.0017 = {
	type = court_event
	title = gptc_court_shy.0017.t
	desc = gptc_court_shy.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_sociability <= -20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_sociability <= -20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_shy.0017.a

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { shy = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_shy.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { shy = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}






namespace = gptc_court_just

#####################################
# just			
#####################################

### just vs. brave ###
gptc_court_just.0001 = {
	type = court_event
	title = gptc_court_just.0001.t
	desc = gptc_court_just.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0001.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { just = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. craven ###
gptc_court_just.0002 = {
	type = court_event
	title = gptc_court_just.0002.t
	desc = gptc_court_just.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0002.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { just = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. lazy ###
gptc_court_just.0003 = {
	type = court_event
	title = gptc_court_just.0003.t
	desc = gptc_court_just.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0003.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { just = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. diligent ###
gptc_court_just.0004 = {
	type = court_event
	title = gptc_court_just.0004.t
	desc = gptc_court_just.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0004.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { just = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. forgiving ###
gptc_court_just.0005 = {
	type = court_event
	title = gptc_court_just.0005.t
	desc = gptc_court_just.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0005.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { just = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. vengeful ###
gptc_court_just.0006 = {
	type = court_event
	title = gptc_court_just.0006.t
	desc = gptc_court_just.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0006.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { just = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. greedy ###
gptc_court_just.0007 = {
	type = court_event
	title = gptc_court_just.0007.t
	desc = gptc_court_just.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0007.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { just = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0007.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. generous ###
gptc_court_just.0008 = {
	type = court_event
	title = gptc_court_just.0008.t
	desc = gptc_court_just.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0008.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0008.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. gregarious ###
gptc_court_just.0009 = {
	type = court_event
	title = gptc_court_just.0009.t
	desc = gptc_court_just.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0009.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { just = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0009.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. shy ###
gptc_court_just.0010 = {
	type = court_event
	title = gptc_court_just.0010.t
	desc = gptc_court_just.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0010.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { just = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0010.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. arbitrary ###
gptc_court_just.0011 = {
	type = court_event
	title = gptc_court_just.0011.t
	desc = gptc_court_just.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0011.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { just = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0011.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. zealous ###
gptc_court_just.0012 = {
	type = court_event
	title = gptc_court_just.0012.t
	desc = gptc_court_just.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0012.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { just = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. cynical ###
gptc_court_just.0013 = {
	type = court_event
	title = gptc_court_just.0013.t
	desc = gptc_court_just.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0013.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { just = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. compassionate ###
gptc_court_just.0014 = {
	type = court_event
	title = gptc_court_just.0014.t
	desc = gptc_court_just.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0014.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { just = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { just = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. callous ###
gptc_court_just.0015 = {
	type = court_event
	title = gptc_court_just.0015.t
	desc = gptc_court_just.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0015.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { just = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { just = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. calm ###
gptc_court_just.0016 = {
	type = court_event
	title = gptc_court_just.0016.t
	desc = gptc_court_just.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0016.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { just = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { just = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### just vs. wrathful ###
gptc_court_just.0017 = {
	type = court_event
	title = gptc_court_just.0017.t
	desc = gptc_court_just.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor >= 20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor >= 20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = just
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_just.0017.a

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { just = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_just.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { just = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}







namespace = gptc_court_arbitrary

#####################################
# arbitrary			
#####################################

### arbitrary vs. brave ###
gptc_court_arbitrary.0001 = {
	type = court_event
	title = gptc_court_arbitrary.0001.t
	desc = gptc_court_arbitrary.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0001.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { arbitrary = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { arbitrary = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. craven ###
gptc_court_arbitrary.0002 = {
	type = court_event
	title = gptc_court_arbitrary.0002.t
	desc = gptc_court_arbitrary.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0002.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { arbitrary = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { arbitrary = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. lazy ###
gptc_court_arbitrary.0003 = {
	type = court_event
	title = gptc_court_arbitrary.0003.t
	desc = gptc_court_arbitrary.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0003.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold

		#stress_impact = { arbitrary = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { arbitrary = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. diligent ###
gptc_court_arbitrary.0004 = {
	type = court_event
	title = gptc_court_arbitrary.0004.t
	desc = gptc_court_arbitrary.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0004.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { arbitrary = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { arbitrary = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. forgiving ###
gptc_court_arbitrary.0005 = {
	type = court_event
	title = gptc_court_arbitrary.0005.t
	desc = gptc_court_arbitrary.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0005.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. vengeful ###
gptc_court_arbitrary.0006 = {
	type = court_event
	title = gptc_court_arbitrary.0006.t
	desc = gptc_court_arbitrary.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0006.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { arbitrary = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. greedy ###
gptc_court_arbitrary.0007 = {
	type = court_event
	title = gptc_court_arbitrary.0007.t
	desc = gptc_court_arbitrary.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0007.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { arbitrary = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0007.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. generous ###
gptc_court_arbitrary.0008 = {
	type = court_event
	title = gptc_court_arbitrary.0008.t
	desc = gptc_court_arbitrary.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0008.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy

		#stress_impact = { arbitrary = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0008.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { arbitrary = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. gregarious ###
gptc_court_arbitrary.0009 = {
	type = court_event
	title = gptc_court_arbitrary.0009.t
	desc = gptc_court_arbitrary.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0009.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { arbitrary = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0009.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety

		#stress_impact = { arbitrary = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. shy ###
gptc_court_arbitrary.0010 = {
	type = court_event
	title = gptc_court_arbitrary.0010.t
	desc = gptc_court_arbitrary.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0010.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { arbitrary = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0010.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. just ###
gptc_court_arbitrary.0011 = {
	type = court_event
	title = gptc_court_arbitrary.0011.t
	desc = gptc_court_arbitrary.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0011.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { arbitrary = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0011.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. zealous ###
gptc_court_arbitrary.0012 = {
	type = court_event
	title = gptc_court_arbitrary.0012.t
	desc = gptc_court_arbitrary.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0012.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0012.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. cynical ###
gptc_court_arbitrary.0013 = {
	type = court_event
	title = gptc_court_arbitrary.0013.t
	desc = gptc_court_arbitrary.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0013.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { arbitrary = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. compassionate ###
gptc_court_arbitrary.0014 = {
	type = court_event
	title = gptc_court_arbitrary.0014.t
	desc = gptc_court_arbitrary.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0014.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. callous ###
gptc_court_arbitrary.0015 = {
	type = court_event
	title = gptc_court_arbitrary.0015.t
	desc = gptc_court_arbitrary.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0015.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { arbitrary = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. calm ###
gptc_court_arbitrary.0016 = {
	type = court_event
	title = gptc_court_arbitrary.0016.t
	desc = gptc_court_arbitrary.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0016.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { arbitrary = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### arbitrary vs. wrathful ###
gptc_court_arbitrary.0017 = {
	type = court_event
	title = gptc_court_arbitrary.0017.t
	desc = gptc_court_arbitrary.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_honor <= -20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_honor <= -20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_arbitrary.0017.a

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { arbitrary = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_arbitrary.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { arbitrary = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}





namespace = gptc_court_cynical

#####################################
# cynical			
#####################################

### cynical vs. brave ###
gptc_court_cynical.0001 = {
	type = court_event
	title = gptc_court_cynical.0001.t
	desc = gptc_court_cynical.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0001.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. craven ###
gptc_court_cynical.0002 = {
	type = court_event
	title = gptc_court_cynical.0002.t
	desc = gptc_court_cynical.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0002.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. lazy ###
gptc_court_cynical.0003 = {
	type = court_event
	title = gptc_court_cynical.0003.t
	desc = gptc_court_cynical.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0003.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. diligent ###
gptc_court_cynical.0004 = {
	type = court_event
	title = gptc_court_cynical.0004.t
	desc = gptc_court_cynical.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0004.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. forgiving ###
gptc_court_cynical.0005 = {
	type = court_event
	title = gptc_court_cynical.0005.t
	desc = gptc_court_cynical.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0005.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. vengeful ###
gptc_court_cynical.0006 = {
	type = court_event
	title = gptc_court_cynical.0006.t
	desc = gptc_court_cynical.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0006.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. greedy ###
gptc_court_cynical.0007 = {
	type = court_event
	title = gptc_court_cynical.0007.t
	desc = gptc_court_cynical.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0007.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0007.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. generous ###
gptc_court_cynical.0008 = {
	type = court_event
	title = gptc_court_cynical.0008.t
	desc = gptc_court_cynical.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0008.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0008.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. gregarious ###
gptc_court_cynical.0009 = {
	type = court_event
	title = gptc_court_cynical.0009.t
	desc = gptc_court_cynical.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0009.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0009.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. shy ###
gptc_court_cynical.0010 = {
	type = court_event
	title = gptc_court_cynical.0010.t
	desc = gptc_court_cynical.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0010.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0010.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. just ###
gptc_court_cynical.0011 = {
	type = court_event
	title = gptc_court_cynical.0011.t
	desc = gptc_court_cynical.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0011.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0011.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. arbitrary ###
gptc_court_cynical.0012 = {
	type = court_event
	title = gptc_court_cynical.0012.t
	desc = gptc_court_cynical.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0012.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0012.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. zealous ###
gptc_court_cynical.0013 = {
	type = court_event
	title = gptc_court_cynical.0013.t
	desc = gptc_court_cynical.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0013.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0013.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. compassionate ###
gptc_court_cynical.0014 = {
	type = court_event
	title = gptc_court_cynical.0014.t
	desc = gptc_court_cynical.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0014.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
		
		#stress_impact = { cynical = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0014.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. callous ###
gptc_court_cynical.0015 = {
	type = court_event
	title = gptc_court_cynical.0015.t
	desc = gptc_court_cynical.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0015.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. calm ###
gptc_court_cynical.0016 = {
	type = court_event
	title = gptc_court_cynical.0016.t
	desc = gptc_court_cynical.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0016.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { cynical = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }

		#stress_impact = { cynical = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### cynical vs. wrathful ###
gptc_court_cynical.0017 = {
	type = court_event
	title = gptc_court_cynical.0017.t
	desc = gptc_court_cynical.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_zeal <= -20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_zeal <= -20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_cynical.0017.a

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread

		#stress_impact = { cynical = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_cynical.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { cynical = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}







namespace = gptc_court_compassionate

#####################################
# compassionate			
#####################################

### compassionate vs. brave ###
gptc_court_compassionate.0001 = {
	type = court_event
	title = gptc_court_compassionate.0001.t
	desc = gptc_court_compassionate.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0001.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. craven ###
gptc_court_compassionate.0002 = {
	type = court_event
	title = gptc_court_compassionate.0002.t
	desc = gptc_court_compassionate.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0002.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. lazy ###
gptc_court_compassionate.0003 = {
	type = court_event
	title = gptc_court_compassionate.0003.t
	desc = gptc_court_compassionate.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0003.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold
		
		#stress_impact = { compassionate = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. diligent ###
gptc_court_compassionate.0004 = {
	type = court_event
	title = gptc_court_compassionate.0004.t
	desc = gptc_court_compassionate.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0004.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
		
		#stress_impact = { compassionate = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. forgiving ###
gptc_court_compassionate.0005 = {
	type = court_event
	title = gptc_court_compassionate.0005.t
	desc = gptc_court_compassionate.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0005.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. vengeful ###
gptc_court_compassionate.0006 = {
	type = court_event
	title = gptc_court_compassionate.0006.t
	desc = gptc_court_compassionate.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0006.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. greedy ###
gptc_court_compassionate.0007 = {
	type = court_event
	title = gptc_court_compassionate.0007.t
	desc = gptc_court_compassionate.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0007.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0007.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. generous ###
gptc_court_compassionate.0008 = {
	type = court_event
	title = gptc_court_compassionate.0008.t
	desc = gptc_court_compassionate.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0008.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0008.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. gregarious ###
gptc_court_compassionate.0009 = {
	type = court_event
	title = gptc_court_compassionate.0009.t
	desc = gptc_court_compassionate.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0009.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0009.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. shy ###
gptc_court_compassionate.0010 = {
	type = court_event
	title = gptc_court_compassionate.0010.t
	desc = gptc_court_compassionate.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0010.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0010.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. just ###
gptc_court_compassionate.0011 = {
	type = court_event
	title = gptc_court_compassionate.0011.t
	desc = gptc_court_compassionate.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0011.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0011.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. arbitrary ###
gptc_court_compassionate.0012 = {
	type = court_event
	title = gptc_court_compassionate.0012.t
	desc = gptc_court_compassionate.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0012.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0012.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
		
		#stress_impact = { compassionate = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. cynical ###
gptc_court_compassionate.0013 = {
	type = court_event
	title = gptc_court_compassionate.0013.t
	desc = gptc_court_compassionate.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0013.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0013.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. zealous ###
gptc_court_compassionate.0014 = {
	type = court_event
	title = gptc_court_compassionate.0014.t
	desc = gptc_court_compassionate.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0014.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0014.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. callous ###
gptc_court_compassionate.0015 = {
	type = court_event
	title = gptc_court_compassionate.0015.t
	desc = gptc_court_compassionate.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0015.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0015.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. calm ###
gptc_court_compassionate.0016 = {
	type = court_event
	title = gptc_court_compassionate.0016.t
	desc = gptc_court_compassionate.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0016.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### compassionate vs. wrathful ###
gptc_court_compassionate.0017 = {
	type = court_event
	title = gptc_court_compassionate.0017.t
	desc = gptc_court_compassionate.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion >= 20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion >= 20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_compassionate.0017.a

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { compassionate = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_compassionate.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { compassionate = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}






namespace = gptc_court_callous

#####################################
# callous			
#####################################

### callous vs. brave ###
gptc_court_callous.0001 = {
	type = court_event
	title = gptc_court_callous.0001.t
	desc = gptc_court_callous.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0001.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { callous = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. craven ###
gptc_court_callous.0002 = {
	type = court_event
	title = gptc_court_callous.0002.t
	desc = gptc_court_callous.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0002.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { callous = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. lazy ###
gptc_court_callous.0003 = {
	type = court_event
	title = gptc_court_callous.0003.t
	desc = gptc_court_callous.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0003.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { callous = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. diligent ###
gptc_court_callous.0004 = {
	type = court_event
	title = gptc_court_callous.0004.t
	desc = gptc_court_callous.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0004.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { callous = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. forgiving ###
gptc_court_callous.0005 = {
	type = court_event
	title = gptc_court_callous.0005.t
	desc = gptc_court_callous.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0005.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { callous = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. vengeful ###
gptc_court_callous.0006 = {
	type = court_event
	title = gptc_court_callous.0006.t
	desc = gptc_court_callous.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0006.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
		
		#stress_impact = { callous = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. greedy ###
gptc_court_callous.0007 = {
	type = court_event
	title = gptc_court_callous.0007.t
	desc = gptc_court_callous.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0007.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { callous = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0007.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. generous ###
gptc_court_callous.0008 = {
	type = court_event
	title = gptc_court_callous.0008.t
	desc = gptc_court_callous.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0008.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { callous = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0008.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
		
		#stress_impact = { callous = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. gregarious ###
gptc_court_callous.0009 = {
	type = court_event
	title = gptc_court_callous.0009.t
	desc = gptc_court_callous.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0009.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { callous = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0009.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. shy ###
gptc_court_callous.0010 = {
	type = court_event
	title = gptc_court_callous.0010.t
	desc = gptc_court_callous.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0010.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
		
		#stress_impact = { callous = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0010.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. just ###
gptc_court_callous.0011 = {
	type = court_event
	title = gptc_court_callous.0011.t
	desc = gptc_court_callous.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0011.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { callous = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0011.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. arbitrary ###
gptc_court_callous.0012 = {
	type = court_event
	title = gptc_court_callous.0012.t
	desc = gptc_court_callous.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0012.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { callous = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0012.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
		
		#stress_impact = { callous = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. zealous ###
gptc_court_callous.0013 = {
	type = court_event
	title = gptc_court_callous.0013.t
	desc = gptc_court_callous.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0013.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { callous = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0013.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. cynical ###
gptc_court_callous.0014 = {
	type = court_event
	title = gptc_court_callous.0014.t
	desc = gptc_court_callous.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0014.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { callous = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0014.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. compassionate ###
gptc_court_callous.0015 = {
	type = court_event
	title = gptc_court_callous.0015.t
	desc = gptc_court_callous.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0015.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { callous = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0015.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. calm ###
gptc_court_callous.0016 = {
	type = court_event
	title = gptc_court_callous.0016.t
	desc = gptc_court_callous.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0016.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
		
		#stress_impact = { callous = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0016.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### callous vs. wrathful ###
gptc_court_callous.0017 = {
	type = court_event
	title = gptc_court_callous.0017.t
	desc = gptc_court_callous.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_compassion <= -20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_compassion <= -20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_callous.0017.a

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_callous.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { callous = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}






namespace = gptc_court_calm

#####################################
# calm			
#####################################

### calm vs. brave ###
gptc_court_calm.0001 = {
	type = court_event
	title = gptc_court_calm.0001.t
	desc = gptc_court_calm.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0001.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { calm = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. craven ###
gptc_court_calm.0002 = {
	type = court_event
	title = gptc_court_calm.0002.t
	desc = gptc_court_calm.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0002.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { calm = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. lazy ###
gptc_court_calm.0003 = {
	type = court_event
	title = gptc_court_calm.0003.t
	desc = gptc_court_calm.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0003.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { calm = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. diligent ###
gptc_court_calm.0004 = {
	type = court_event
	title = gptc_court_calm.0004.t
	desc = gptc_court_calm.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0004.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { calm = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. forgiving ###
gptc_court_calm.0005 = {
	type = court_event
	title = gptc_court_calm.0005.t
	desc = gptc_court_calm.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0005.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { calm = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. vengeful ###
gptc_court_calm.0006 = {
	type = court_event
	title = gptc_court_calm.0006.t
	desc = gptc_court_calm.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0006.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { calm = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. greedy ###
gptc_court_calm.0007 = {
	type = court_event
	title = gptc_court_calm.0007.t
	desc = gptc_court_calm.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0007.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { calm = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0007.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. generous ###
gptc_court_calm.0008 = {
	type = court_event
	title = gptc_court_calm.0008.t
	desc = gptc_court_calm.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0008.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0008.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. gregarious ###
gptc_court_calm.0009 = {
	type = court_event
	title = gptc_court_calm.0009.t
	desc = gptc_court_calm.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0009.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { calm = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0009.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. shy ###
gptc_court_calm.0010 = {
	type = court_event
	title = gptc_court_calm.0010.t
	desc = gptc_court_calm.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0010.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { calm = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0010.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. just ###
gptc_court_calm.0011 = {
	type = court_event
	title = gptc_court_calm.0011.t
	desc = gptc_court_calm.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0011.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0011.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. arbitrary ###
gptc_court_calm.0012 = {
	type = court_event
	title = gptc_court_calm.0012.t
	desc = gptc_court_calm.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0012.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { calm = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0012.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. zealous ###
gptc_court_calm.0013 = {
	type = court_event
	title = gptc_court_calm.0013.t
	desc = gptc_court_calm.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0013.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { calm = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0013.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. cynical ###
gptc_court_calm.0014 = {
	type = court_event
	title = gptc_court_calm.0014.t
	desc = gptc_court_calm.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0014.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { calm = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0014.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. compassionate ###
gptc_court_calm.0015 = {
	type = court_event
	title = gptc_court_calm.0015.t
	desc = gptc_court_calm.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0015.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { calm = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0015.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. callous ###
gptc_court_calm.0016 = {
	type = court_event
	title = gptc_court_calm.0016.t
	desc = gptc_court_calm.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0016.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { calm = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0016.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### calm vs. wrathful ###
gptc_court_calm.0017 = {
	type = court_event
	title = gptc_court_calm.0017.t
	desc = gptc_court_calm.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_rationality <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality >= 20
						ai_rationality <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality >= 20
						ai_rationality <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_calm.0017.a

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { calm = -12 }
		#stress_impact = { wrathful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_calm.0017.b

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { calm = 12 }
		#stress_impact = { wrathful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}




namespace = gptc_court_wrathful

#####################################
# wrathful			
#####################################

### wrathful vs. brave ###
gptc_court_wrathful.0001 = {
	type = court_event
	title = gptc_court_wrathful.0001.t
	desc = gptc_court_wrathful.0001.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_boldness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_boldness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_boldness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = brave }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = brave
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = brave }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = brave
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0001.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_brave_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { brave = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0001.b

		gptc_brave_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_prestige = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = 12 }
		#stress_impact = { brave = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. craven ###
gptc_court_wrathful.0002 = {
	type = court_event
	title = gptc_court_wrathful.0002.t
	desc = gptc_court_wrathful.0002.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_boldness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_boldness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_boldness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = craven }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = craven
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = craven }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = craven
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0002.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_craven_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { craven = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0002.b

		gptc_craven_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
		
		#stress_impact = { wrathful = 12 }
		#stress_impact = { craven = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. lazy ###
gptc_court_wrathful.0003 = {
	type = court_event
	title = gptc_court_wrathful.0003.t
	desc = gptc_court_wrathful.0003.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_energy <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_energy <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_energy <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = lazy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = lazy
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = lazy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = lazy
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0003.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_lazy_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { lazy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0003.b

		gptc_lazy_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_gold = gptc_event_add_gold
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = 12 }
		#stress_impact = { lazy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. diligent ###
gptc_court_wrathful.0004 = {
	type = court_event
	title = gptc_court_wrathful.0004.t
	desc = gptc_court_wrathful.0004.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_energy >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_energy >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_energy >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = diligent }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = diligent
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = diligent }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = diligent
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0004.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_diligent_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { diligent = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0004.b

		gptc_diligent_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
		
		#stress_impact = { wrathful = 12 }
		#stress_impact = { diligent = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. forgiving ###
gptc_court_wrathful.0005 = {
	type = court_event
	title = gptc_court_wrathful.0005.t
	desc = gptc_court_wrathful.0005.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_vengefulness <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_vengefulness <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_vengefulness <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = forgiving }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = forgiving
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = forgiving }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = forgiving
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0005.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_forgiving_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { forgiving = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0005.b

		gptc_forgiving_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = 12 }
		#stress_impact = { forgiving = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. vengeful ###
gptc_court_wrathful.0006 = {
	type = court_event
	title = gptc_court_wrathful.0006.t
	desc = gptc_court_wrathful.0006.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_vengefulness >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_vengefulness >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_vengefulness >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = vengeful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = vengeful
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = vengeful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = vengeful
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0006.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_vengeful_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
		
		#stress_impact = { wrathful = -12 }
		#stress_impact = { vengeful = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0006.b

		gptc_vengeful_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = 12 }
		#stress_impact = { vengeful = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_vengefulness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. greedy ###
gptc_court_wrathful.0007 = {
	type = court_event
	title = gptc_court_wrathful.0007.t
	desc = gptc_court_wrathful.0007.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_greed >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_greed >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_greed >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = greedy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = greedy
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = greedy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = greedy
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0007.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_greedy_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			remove_short_term_gold = gptc_event_add_gold
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { greedy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0007.b

		gptc_greedy_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_gold = gptc_event_add_gold
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = 12 }
		#stress_impact = { greedy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_greed
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. generous ###
gptc_court_wrathful.0008 = {
	type = court_event
	title = gptc_court_wrathful.0008.t
	desc = gptc_court_wrathful.0008.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_greed <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_greed <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_greed <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = generous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = generous
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = generous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = generous
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0008.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_generous_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { generous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0008.b

		gptc_generous_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = 12 }
		#stress_impact = { generous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. gregarious ###
gptc_court_wrathful.0009 = {
	type = court_event
	title = gptc_court_wrathful.0009.t
	desc = gptc_court_wrathful.0009.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_sociability >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_sociability >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_sociability >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = gregarious }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = gregarious
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = gregarious }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = gregarious
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0009.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_gregarious_opinion_loss_effect = yes
			add_diplomacy_skill = -1 #add_diplomacy_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { gregarious = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0009.b

		gptc_gregarious_opinion_gain_effect = yes
			add_diplomacy_skill = 1 #add_diplomacy_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
		
		#stress_impact = { wrathful = 12 }
		#stress_impact = { gregarious = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_sociability
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. shy ###
gptc_court_wrathful.0010 = {
	type = court_event
	title = gptc_court_wrathful.0010.t
	desc = gptc_court_wrathful.0010.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_sociability <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_sociability <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_sociability <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = shy }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = shy
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = shy }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = shy
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0010.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_shy_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { shy = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0010.b

		gptc_shy_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
		
		#stress_impact = { wrathful = 12 }
		#stress_impact = { shy = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. just ###
gptc_court_wrathful.0011 = {
	type = court_event
	title = gptc_court_wrathful.0011.t
	desc = gptc_court_wrathful.0011.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_honor >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_honor >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_honor >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = just }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = just
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = just }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = just
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0011.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_just_opinion_loss_effect = yes
			add_stewardship_skill = -1 #add_stewardship_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
		
		#stress_impact = { wrathful = -12 }
		#stress_impact = { just = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0011.b

		gptc_just_opinion_gain_effect = yes
			add_stewardship_skill = 1 #add_stewardship_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = 12 }
		#stress_impact = { just = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_honor
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. arbitrary ###
gptc_court_wrathful.0012 = {
	type = court_event
	title = gptc_court_wrathful.0012.t
	desc = gptc_court_wrathful.0012.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_honor <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_honor <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_honor <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = arbitrary }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = arbitrary
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = arbitrary }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = arbitrary
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0012.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_arbitrary_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_prestige = gptc_event_remove_prestige_piety
		
		#stress_impact = { wrathful = -12 }
		#stress_impact = { arbitrary = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0012.b

		gptc_arbitrary_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_prestige = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
		
		#stress_impact = { wrathful = 12 }
		#stress_impact = { arbitrary = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. zealous ###
gptc_court_wrathful.0013 = {
	type = court_event
	title = gptc_court_wrathful.0013.t
	desc = gptc_court_wrathful.0013.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_zeal >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_zeal >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_zeal >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = zealous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = zealous
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = zealous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = zealous
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0013.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_zealous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety

		#stress_impact = { wrathful = -12 }
		#stress_impact = { zealous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0013.b

		gptc_zealous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = 12 }
		#stress_impact = { zealous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. cynical ###
gptc_court_wrathful.0014 = {
	type = court_event
	title = gptc_court_wrathful.0014.t
	desc = gptc_court_wrathful.0014.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_zeal <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_zeal <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_zeal <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = cynical }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = cynical
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = cynical }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = cynical
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0014.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_cynical_opinion_loss_effect = yes
			add_intrigue_skill = -1 #add_intrigue_lifestyle_xp = -200
			dynasty = { add_dynasty_prestige = gptc_event_remove_renown }
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { cynical = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0014.b

		gptc_cynical_opinion_gain_effect = yes
			add_intrigue_skill = 1 #add_intrigue_lifestyle_xp = 200
			dynasty = { add_dynasty_prestige = gptc_event_add_renown }
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = 12 }
		#stress_impact = { cynical = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_boldness
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. compassionate ###
gptc_court_wrathful.0015 = {
	type = court_event
	title = gptc_court_wrathful.0015.t
	desc = gptc_court_wrathful.0015.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_compassion >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_compassion >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_compassion >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = compassionate }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = compassionate
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = compassionate }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = compassionate
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0015.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_compassionate_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_piety = gptc_event_remove_prestige_piety
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { compassionate = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0015.b

		gptc_compassionate_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_piety = gptc_event_add_prestige_piety
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = 12 }
		#stress_impact = { compassionate = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. callous ###
gptc_court_wrathful.0016 = {
	type = court_event
	title = gptc_court_wrathful.0016.t
	desc = gptc_court_wrathful.0016.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_compassion <= -20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_compassion <= -20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_compassion <= -20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = callous }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = callous
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = callous }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = callous
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0016.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_callous_opinion_loss_effect = yes
			add_martial_skill = -1 #add_martial_lifestyle_xp = -200
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = -12 }
		#stress_impact = { callous = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0016.b

		gptc_callous_opinion_gain_effect = yes
			add_martial_skill = 1 #add_martial_lifestyle_xp = 200
			add_dread = gptc_event_add_dread
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
	
		#stress_impact = { wrathful = 12 }
		#stress_impact = { callous = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_compassion
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}

### wrathful vs. calm ###
gptc_court_wrathful.0017 = {
	type = court_event
	title = gptc_court_wrathful.0017.t
	desc = gptc_court_wrathful.0017.desc

	weight_multiplier = {
		base = 1
		modifier = { 
			add = 100
			OR = {
				any_courtier = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_rationality >= 20
					}
				}
				any_vassal = {
					percent >= 0.3
					OR = {
						ai_rationality <= -20
						ai_rationality >= 20
					}
				}
				any_powerful_vassal = {
					percent >= 0.4
					OR = {
						ai_rationality <= -20
						ai_rationality >= 20
					}
				}
			}
		}
	}

	immediate = {
		# As with portraits, we do our general character setup stuff in this event.
		random_courtier = {
			limit = {
				has_trait = wrathful
				NOT = { has_trait = calm }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_a
		}
		random_courtier = {
			limit = {
				has_trait = calm
				NOT = { has_trait = wrathful }
				is_available_ai_adult = yes
				has_court_event_flag = no
			}
			save_scope_as = character_b
		}
	}

	theme = court
	court_scene = {
		button_position_character = scope:character_a
		roles = {
			scope:character_a = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = disbelief }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation = throne_room_conversation_3 }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = anger }
			}
			root = {
				group = event_group
				animation = throne_room_conversation_4
			}
			scope:character_b = {
				group = event_group
				triggered_animation = { trigger = { ai_rationality >= 20 } animation = stress }
				triggered_animation = { trigger = { ai_rationality > -20 ai_rationality < 20 } animation =  disapproval }
				triggered_animation = { trigger = { ai_rationality <= -20 } animation = dismissal }
			}
		}
	}
	
	cooldown = { years = 20 }

	trigger = {
		is_available = yes
		is_adult = yes
		has_court_event_flag = no
		any_courtier = {
			has_trait = wrathful
			NOT = { has_trait = calm }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
		any_courtier = {
			has_trait = calm
			NOT = { has_trait = wrathful }
			is_available_ai_adult = yes
			has_court_event_flag = no
		}
	}

	option = {
		name = gptc_court_wrathful.0017.a

		gptc_wrathful_opinion_gain_effect = yes
			add_prowess_skill = 2 #add_stress = -12
			add_dread = gptc_event_add_dread
		gptc_calm_opinion_loss_effect = yes
			add_learning_skill = -1 #add_learning_lifestyle_xp = -200
			add_legitimacy = gptc_event_remove_legitimacy
		
		#stress_impact = { wrathful = -12 }
		#stress_impact = { calm = 12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_zeal
		 #	}
		}
	}

	option = {
		name = gptc_court_wrathful.0017.b

		gptc_calm_opinion_gain_effect = yes
			add_learning_skill = 1 #add_learning_lifestyle_xp = 200
			add_legitimacy = gptc_event_add_legitimacy
		gptc_wrathful_opinion_loss_effect = yes
			add_prowess_skill = -2 #add_stress = 12
			add_dread = gptc_event_remove_dread
		
		#stress_impact = { wrathful = 12 }
		#stress_impact = { calm = -12 }

		ai_chance = {
			base = 1
		 #	modifier = {
		 #		add = ai_rationality
		 #	}
		}
	}
	after = {
		clear_court_event_participation = yes
		scope:character_a = {
			clear_court_event_participation = yes
		}
		scope:character_b = {
			clear_court_event_participation = yes
		}
	}
}