﻿namespace = gptc_hold_court

##################################################
# GOLD for Piety - Scholarly Court Type
##################################################

gptc_hold_court.0001 = {
	type = court_event
	title = gptc_hold_court.0001.t
	desc = gptc_hold_court.0001.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}
	
	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
				template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 100
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0001.a
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0001.b
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0002 = {
	type = court_event
	title = gptc_hold_court.0002.t
	desc = gptc_hold_court.0002.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
				template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 100
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0002.a
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0002.b
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0003 = {
	type = court_event
	title = gptc_hold_court.0003.t
	desc = gptc_hold_court.0003.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
				template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0003.a
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0003.b
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0004 = {
	type = court_event
	title = gptc_hold_court.0004.t
	desc = gptc_hold_court.0004.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
				template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 	age = { 20 30 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0004.a
		gptc_just_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0004.b
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0005 = {
	type = court_event
	title = gptc_hold_court.0005.t
	desc = gptc_hold_court.0005.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
				template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 20 30 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0005.a
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0005.b
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0006 = {
	type = court_event
	title = gptc_hold_court.0006.t
	desc = gptc_hold_court.0006.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 20 30 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0006.a
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0006.b
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0007 = {
	type = court_event
	title = gptc_hold_court.0007.t
	desc = gptc_hold_court.0007.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 20 30 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 100
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0007.a
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0007.b
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0008 = {
	type = court_event
	title = gptc_hold_court.0008.t
	desc = gptc_hold_court.0008.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = newborn
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			  	age = { 40 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 100
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0008.a
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0008.b
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0009 = {
	type = court_event
	title = gptc_hold_court.0009.t
	desc = gptc_hold_court.0009.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			  	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 100
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0009.a
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0009.b
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0010 = {
	type = court_event
	title = gptc_hold_court.0010.t
	desc = gptc_hold_court.0010.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			  	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0010.a
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0010.b
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0011 = {
	type = court_event
	title = gptc_hold_court.0011.t
	desc = gptc_hold_court.0011.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_applaud_1
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			  	age = { 16 24 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0011.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0011.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0012 = {
	type = court_event
	title = gptc_hold_court.0012.t
	desc = gptc_hold_court.0012.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_learning
			  	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0012.a
		gptc_calm_opinion_gain_effect = yes
		gptc_wrathful_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0012.b
		gptc_wrathful_opinion_gain_effect = yes
		gptc_calm_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0013 = {
	type = court_event
	title = gptc_hold_court.0013.t
	desc = gptc_hold_court.0013.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_learning
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0013.a
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0013.b
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0014 = {
	type = court_event
	title = gptc_hold_court.0014.t
	desc = gptc_hold_court.0014.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_learning
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0014.a
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0014.b
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0015 = {
	type = court_event
	title = gptc_hold_court.0015.t
	desc = gptc_hold_court.0015.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_learning
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0015.a
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0015.b
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0016 = {
	type = court_event
	title = gptc_hold_court.0016.t
	desc = gptc_hold_court.0016.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_learning
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0016.a
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0016.b
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0017 = {
	type = court_event
	title = gptc_hold_court.0017.t
	desc = gptc_hold_court.0017.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_learning
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0017.a
		gptc_calm_opinion_gain_effect = yes
		gptc_wrathful_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0017.b
		gptc_wrathful_opinion_gain_effect = yes
		gptc_calm_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0018 = {
	type = court_event
	title = gptc_hold_court.0018.t
	desc = gptc_hold_court.0018.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0018.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0018.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0019 = {
	type = court_event
	title = gptc_hold_court.0019.t
	desc = gptc_hold_court.0019.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0019.a
		gptc_just_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0019.b
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0020 = {
	type = court_event
	title = gptc_hold_court.0020.t
	desc = gptc_hold_court.0020.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0020.a
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0020.b
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0021 = {
	type = court_event
	title = gptc_hold_court.0021.t
	desc = gptc_hold_court.0021.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_scholarly }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0021.a
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_piety = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0021.b
		gptc_just_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		add_piety = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

##################################################
# Piety for Gold - Administrative Court Type
##################################################

gptc_hold_court.0101 = {
	type = court_event
	title = gptc_hold_court.0101.t
	desc = gptc_hold_court.0101.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_stewardship
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0101.a
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0101.b
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0102 = {
	type = court_event
	title = gptc_hold_court.0102.t
	desc = gptc_hold_court.0102.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0102.a
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0102.b
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0103 = {
	type = court_event
	title = gptc_hold_court.0103.t
	desc = gptc_hold_court.0103.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { beggar_rags }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0103.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0103.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0104 = {
	type = court_event
	title = gptc_hold_court.0104.t
	desc = gptc_hold_court.0104.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0104.a
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0104.b
		gptc_callous_opinion_loss_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0105 = {
	type = court_event
	title = gptc_hold_court.0105.t
	desc = gptc_hold_court.0105.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0105.a
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0105.b
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0106 = {
	type = court_event
	title = gptc_hold_court.0106.t
	desc = gptc_hold_court.0106.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0106.a
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0106.b
		gptc_just_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0107 = {
	type = court_event
	title = gptc_hold_court.0107.t
	desc = gptc_hold_court.0107.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0107.a
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0107.b
		gptc_just_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0108 = {
	type = court_event
	title = gptc_hold_court.0108.t
	desc = gptc_hold_court.0108.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0108.a
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0108.b
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0109 = {
	type = court_event
	title = gptc_hold_court.0109.t
	desc = gptc_hold_court.0109.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0109.a
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0109.b
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0110 = {
	type = court_event
	title = gptc_hold_court.0110.t
	desc = gptc_hold_court.0110.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			  	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0110.a
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0110.b
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0111 = {
	type = court_event
	title = gptc_hold_court.0111.t
	desc = gptc_hold_court.0111.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0111.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0111.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0112 = {
	type = court_event
	title = gptc_hold_court.0112.t
	desc = gptc_hold_court.0112.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0112.a
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0112.b
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0113 = {
	type = court_event
	title = gptc_hold_court.0113.t
	desc = gptc_hold_court.0113.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 100
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0113.a
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0113.b
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0114 = {
	type = court_event
	title = gptc_hold_court.0114.t
	desc = gptc_hold_court.0114.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0114.a
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0114.b
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0115 = {
	type = court_event
	title = gptc_hold_court.0115.t
	desc = gptc_hold_court.0115.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0115.a
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0115.b
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0116 = {
	type = court_event
	title = gptc_hold_court.0116.t
	desc = gptc_hold_court.0116.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0116.a
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0116.b
		gptc_just_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0117 = {
	type = court_event
	title = gptc_hold_court.0117.t
	desc = gptc_hold_court.0117.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0117.a
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0117.b
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0118 = {
	type = court_event
	title = gptc_hold_court.0118.t
	desc = gptc_hold_court.0118.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0118.a
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0118.b
		gptc_just_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0119 = {
	type = court_event
	title = gptc_hold_court.0119.t
	desc = gptc_hold_court.0119.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0119.a
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0119.b
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0120 = {
	type = court_event
	title = gptc_hold_court.0120.t
	desc = gptc_hold_court.0120.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_learning
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0120.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0120.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0121 = {
	type = court_event
	title = gptc_hold_court.0121.t
	desc = gptc_hold_court.0121.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 # 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0121.a
		gptc_calm_opinion_gain_effect = yes
		gptc_wrathful_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0121.b
		gptc_wrathful_opinion_gain_effect = yes
		gptc_calm_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0122 = {
	type = court_event
	title = gptc_hold_court.0122.t
	desc = gptc_hold_court.0122.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 # 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_administrative }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 50 60 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0122.a
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_piety = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0122.b
		gptc_just_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

##################################################
# Prestige for Gold - Warlike Court Type
##################################################

gptc_hold_court.0201 = {
	type = court_event
	title = gptc_hold_court.0201.t
	desc = gptc_hold_court.0201.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0201.a
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0201.b
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0202 = {
	type = court_event
	title = gptc_hold_court.0202.t
	desc = gptc_hold_court.0202.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0202.a
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0202.b
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0203 = {
	type = court_event
	title = gptc_hold_court.0203.t
	desc = gptc_hold_court.0203.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_learning
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0203.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0203.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0204 = {
	type = court_event
	title = gptc_hold_court.0204.t
	desc = gptc_hold_court.0204.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		# scope:county = { is_coastal_county = yes }
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			  	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0204.a
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0204.b
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0205 = {
	type = court_event
	title = gptc_hold_court.0205.t
	desc = gptc_hold_court.0205.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0205.a
		gptc_calm_opinion_gain_effect = yes
		gptc_wrathful_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0205.b
		gptc_wrathful_opinion_gain_effect = yes
		gptc_calm_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0206 = {
	type = court_event
	title = gptc_hold_court.0206.t
	desc = gptc_hold_court.0206.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0206.a
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0206.b
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0207 = {
	type = court_event
	title = gptc_hold_court.0207.t
	desc = gptc_hold_court.0207.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			  	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0207.a
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0207.b
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0208 = {
	type = court_event
	title = gptc_hold_court.0208.t
	desc = gptc_hold_court.0208.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0208.a
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0208.b
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0209 = {
	type = court_event
	title = gptc_hold_court.0209.t
	desc = gptc_hold_court.0209.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0209.a
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0209.b
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0210 = {
	type = court_event
	title = gptc_hold_court.0210.t
	desc = gptc_hold_court.0210.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0210.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0210.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0211 = {
	type = court_event
	title = gptc_hold_court.0211.t
	desc = gptc_hold_court.0211.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0211.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0211.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0212 = {
	type = court_event
	title = gptc_hold_court.0212.t
	desc = gptc_hold_court.0212.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0212.a
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0212.b
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0213 = {
	type = court_event
	title = gptc_hold_court.0213.t
	desc = gptc_hold_court.0213.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			  	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0213.a
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0213.b
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0214 = {
	type = court_event
	title = gptc_hold_court.0214.t
	desc = gptc_hold_court.0214.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0214.a
		gptc_wrathful_opinion_gain_effect = yes
		gptc_calm_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0214.b
		gptc_calm_opinion_gain_effect = yes
		gptc_wrathful_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0215 = {
	type = court_event
	title = gptc_hold_court.0215.t
	desc = gptc_hold_court.0215.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0215.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0215.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0216 = {
	type = court_event
	title = gptc_hold_court.0216.t
	desc = gptc_hold_court.0216.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0216.a
		gptc_calm_opinion_gain_effect = yes
		gptc_wrathful_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0216.b
		gptc_wrathful_opinion_gain_effect = yes
		gptc_calm_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0217 = {
	type = court_event
	title = gptc_hold_court.0217.t
	desc = gptc_hold_court.0217.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_greedy
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0217.a
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0217.b
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0218 = {
	type = court_event
	title = gptc_hold_court.0218.t
	desc = gptc_hold_court.0218.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0218.a
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0218.b
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0219 = {
	type = court_event
	title = gptc_hold_court.0219.t
	desc = gptc_hold_court.0219.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0219.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0219.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0220 = {
	type = court_event
	title = gptc_hold_court.0220.t
	desc = gptc_hold_court.0220.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0220.a
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0220.b
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0221 = {
	type = court_event
	title = gptc_hold_court.0221.t
	desc = gptc_hold_court.0221.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		# scope:county = { is_coastal_county = yes }
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0221.a
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0221.b
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0222 = {
	type = court_event
	title = gptc_hold_court.0222.t
	desc = gptc_hold_court.0222.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0222.a
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0222.b
		gptc_just_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0223 = {
	type = court_event
	title = gptc_hold_court.0223.t
	desc = gptc_hold_court.0223.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0223.a
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0223.b
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0224 = {
	type = court_event
	title = gptc_hold_court.0224.t
	desc = gptc_hold_court.0224.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_warlike }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_learning
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0224.a
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		add_gold = gptc_hc_add_gold
		add_prestige = gptc_hc_remove_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0224.b
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			divide = 4
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

##################################################
# Gold for Prestige - Diplomatic Court Type
##################################################

gptc_hold_court.0301 = {
	type = court_event
	title = gptc_hold_court.0301.t
	desc = gptc_hold_court.0301.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_applaud_1
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0301.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0301.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0302 = {
	type = court_event
	title = gptc_hold_court.0302.t
	desc = gptc_hold_court.0302.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_applaud_1
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0302.a
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0302.b
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0303 = {
	type = court_event
	title = gptc_hold_court.0303.t
	desc = gptc_hold_court.0303.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_applaud_1
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0303.a
		gptc_wrathful_opinion_gain_effect = yes
		gptc_calm_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0303.b
		gptc_calm_opinion_gain_effect = yes
		gptc_wrathful_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0304 = {
	type = court_event
	title = gptc_hold_court.0304.t
	desc = gptc_hold_court.0304.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_applaud_1
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0304.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0304.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0305 = {
	type = court_event
	title = gptc_hold_court.0305.t
	desc = gptc_hold_court.0305.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_applaud_1
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0305.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0305.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0306 = {
	type = court_event
	title = gptc_hold_court.0306.t
	desc = gptc_hold_court.0306.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_applaud_1
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0306.a
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0306.b
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0307 = {
	type = court_event
	title = gptc_hold_court.0307.t
	desc = gptc_hold_court.0307.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_learning
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0307.a
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0307.b
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0308 = {
	type = court_event
	title = gptc_hold_court.0308.t
	desc = gptc_hold_court.0308.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_learning
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0308.a
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0308.b
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0309 = {
	type = court_event
	title = gptc_hold_court.0309.t
	desc = gptc_hold_court.0309.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0309.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0309.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0310 = {
	type = court_event
	title = gptc_hold_court.0310.t
	desc = gptc_hold_court.0310.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0310.a
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0310.b
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0311 = {
	type = court_event
	title = gptc_hold_court.0311.t
	desc = gptc_hold_court.0311.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = personality_coward
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0311.a
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0311.b
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0312 = {
	type = court_event
	title = gptc_hold_court.0312.t
	desc = gptc_hold_court.0312.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			  	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0312.a
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0312.b
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0313 = {
	type = court_event
	title = gptc_hold_court.0313.t
	desc = gptc_hold_court.0313.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0313.a
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0313.b
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0314 = {
	type = court_event
	title = gptc_hold_court.0314.t
	desc = gptc_hold_court.0314.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0314.a
		gptc_greedy_opinion_gain_effect = yes
		gptc_generous_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0314.b
		gptc_generous_opinion_gain_effect = yes
		gptc_greedy_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0315 = {
	type = court_event
	title = gptc_hold_court.0315.t
	desc = gptc_hold_court.0315.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0315.a
		gptc_lazy_opinion_gain_effect = yes
		gptc_diligent_opinion_gain_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0315.b
		gptc_diligent_opinion_gain_effect = yes
		gptc_lazy_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0316 = {
	type = court_event
	title = gptc_hold_court.0316.t
	desc = gptc_hold_court.0316.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = idle
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0316.a
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0316.b
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0317 = {
	type = court_event
	title = gptc_hold_court.0317.t
	desc = gptc_hold_court.0317.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0317.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0317.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0318 = {
	type = court_event
	title = gptc_hold_court.0318.t
	desc = gptc_hold_court.0318.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0318.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0318.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0319 = {
	type = court_event
	title = gptc_hold_court.0319.t
	desc = gptc_hold_court.0319.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0319.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0319.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0320 = {
	type = court_event
	title = gptc_hold_court.0320.t
	desc = gptc_hold_court.0320.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_diplomatic }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_diplomacy
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0320.a
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		remove_short_term_gold = gptc_hc_remove_gold
		add_prestige = gptc_hc_add_prestige_piety
	}
	
	option = {
		name = gptc_hold_court.0320.b
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		add_prestige = {
			value = gptc_hc_add_prestige_piety
			divide = 4
			multiply = -1
		}
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

##################################################
# Gold for Dread - Intrigue Court Type
##################################################

gptc_hold_court.0401 = {
	type = court_event
	title = gptc_hold_court.0401.t
	desc = gptc_hold_court.0401.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			  	template = bandit_character_generic
			 #	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0401.a
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0401.b
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0402 = {
	type = court_event
	title = gptc_hold_court.0402.t
	desc = gptc_hold_court.0402.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0402.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0402.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0403 = {
	type = court_event
	title = gptc_hold_court.0403.t
	desc = gptc_hold_court.0403.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			  	template = bandit_character_generic
			 #	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0403.a
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0403.b
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0404 = {
	type = court_event
	title = gptc_hold_court.0404.t
	desc = gptc_hold_court.0404.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0404.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0404.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0405 = {
	type = court_event
	title = gptc_hold_court.0405.t
	desc = gptc_hold_court.0405.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0405.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0405.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0406 = {
	type = court_event
	title = gptc_hold_court.0406.t
	desc = gptc_hold_court.0406.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0406.a
		gptc_shy_opinion_gain_effect = yes
		gptc_gregarious_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0406.b
		gptc_gregarious_opinion_gain_effect = yes
		gptc_shy_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0407 = {
	type = court_event
	title = gptc_hold_court.0407.t
	desc = gptc_hold_court.0407.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0407.a
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0407.b
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0408 = {
	type = court_event
	title = gptc_hold_court.0408.t
	desc = gptc_hold_court.0408.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 100
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0408.a
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0408.b
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0409 = {
	type = court_event
	title = gptc_hold_court.0409.t
	desc = gptc_hold_court.0409.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0409.a
		gptc_cynical_opinion_gain_effect = yes
		gptc_zealous_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0409.b
		gptc_zealous_opinion_gain_effect = yes
		gptc_cynical_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0410 = {
	type = court_event
	title = gptc_hold_court.0410.t
	desc = gptc_hold_court.0410.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0410.a
		gptc_arbitrary_opinion_gain_effect = yes
		gptc_just_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0410.b
		gptc_just_opinion_gain_effect = yes
		gptc_arbitrary_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0411 = {
	type = court_event
	title = gptc_hold_court.0411.t
	desc = gptc_hold_court.0411.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0411.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0411.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0412 = {
	type = court_event
	title = gptc_hold_court.0412.t
	desc = gptc_hold_court.0412.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0412.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0412.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0413 = {
	type = court_event
	title = gptc_hold_court.0413.t
	desc = gptc_hold_court.0413.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = throne_room_writer
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0413.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0413.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0414 = {
	type = court_event
	title = gptc_hold_court.0414.t
	desc = gptc_hold_court.0414.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = scheme
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			  	template = bandit_character_generic
			 #	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0414.a
		gptc_vengeful_opinion_gain_effect = yes
		gptc_forgiving_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0414.b
		gptc_forgiving_opinion_gain_effect = yes
		gptc_vengeful_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0415 = {
	type = court_event
	title = gptc_hold_court.0415.t
	desc = gptc_hold_court.0415.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 #	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0415.a
		gptc_callous_opinion_gain_effect = yes
		gptc_compassionate_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0415.b
		gptc_compassionate_opinion_gain_effect = yes
		gptc_callous_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}

gptc_hold_court.0416 = {
	type = court_event
	title = gptc_hold_court.0416.t
	desc = gptc_hold_court.0416.desc
	theme = realm
	override_sound = { reference = event:/SFX/Events/Themes/sfx_event_theme_type_generic }
	court_scene = {
		button_position_character = scope:character
		court_event_force_open = yes
		show_timeout_info = no
		should_pause_time = yes
		roles = {
			scope:character = {
				group = petitioners_group
				animation = marshal
			}
		}
	}

	widget = {
		gui = "event_window_widget_event_chain_progress"
		container = "custom_widgets_container"
		controller = event_chain_progress
	}
	# Portrait left in in order to apply outfit tags.	
	left_portrait = {
		character = scope:character
	 #	outfit_tags = { travel_cloak }
		hide_info = yes
	}

	trigger = {
		is_ai = no
		NOT = { government_has_flag = government_is_tribal }
	}

	cooldown = { years = 30 }

	weight_multiplier = {
		base = 1
		ep1_weight_up_for_court_type_modifier = { COURT_TYPE = court_intrigue }
	}

	immediate = {
		random_courtier = { save_scope_as = 6131_proposer } #bugfix for vanilla error log
		random_sub_realm_barony = {
			limit = { county = { holder = root } }
		 	save_scope_as = village
			county = { save_scope_as = county }
		}
		hidden_effect = {
			create_character = {
			 #	template = monk_character_template
			 #	template = priest_character_template
			 #	template = knight
			 #	template = peasant_character
			 #	template = beautiful_peasant_character
			 	template = merchant_template
			 #	template = hunter_template
			 # 	template = bandit_character_generic
			 #	template = pool_repopulate_intrigue
			 # 	age = { 40 50 }
			 	faith = root.faith
				culture = root.culture
				dynasty = none
				gender_female_chance = 0
				location = root.capital_province
				save_scope_as = character
			}
			scope:character = {
			 #	add_trait = peasant_leader
			 #	change_current_weight = -60
			}
		}
		# Trigger next event in chain.
	 	hold_court_queue_next_event_effect = yes
	}

	option = { 
		name = gptc_hold_court.0416.a
		gptc_brave_opinion_gain_effect = yes
		gptc_craven_opinion_loss_effect = yes
		remove_short_term_gold = {
			value = gptc_hc_remove_gold
			multiply = 0.75
		}
		add_dread = 24
	}
	
	option = {
		name = gptc_hold_court.0416.b
		gptc_craven_opinion_gain_effect = yes
		gptc_brave_opinion_loss_effect = yes
		add_dread = -6
	}

	after = {
		scope:character = { silent_disappearance_effect = yes }
		# Finish up the chain if relevant.
		hold_court_queue_post_event_effect = yes
	}
}
