﻿### EK NOTE: Removed references to vanilla cultures & religions
### EK NOTE: Added the effect of the Hegemon dynasty perk line

councillor_chancellor = {
	skill = diplomacy
	
	name = { #EK EDIT: custom names for chancellor
		first_valid = {
			 triggered_desc = {
				trigger = {
					scope:councillor_liege.culture = { has_cultural_pillar = heritage_argonian }
				}
				desc = councillor_chancellor_root_herald
			}
			
			triggered_desc = {
				trigger = {
					government_has_flag = government_is_pirate
				}
				desc = councillor_chancellor_pirate
			}
			
			desc = councillor_chancellor
		}
	}

	valid_position = {
		NOR = { 
			government_has_flag = government_is_landless_adventurer 
			government_has_flag = government_is_nomadic
		}
	}

	tooltip = game_concept_chancellor_desc

	modifier = {
		name = councillor_chancellor_modifier
		fellow_vassal_opinion = 5
		monthly_diplomacy_lifestyle_xp_gain_mult = 0.05
		scale = council_scaled_by_liege_tier
	}

	modifier = {
		name = councillor_chancellor_modifier
		monthly_prestige = 1
		scale = council_scaled_monthly_income
	}

	modifier = {
		name = councillor_chancellor_modifier
		monthly_influence = 1
		enemy_political_scheme_success_chance_max_add = -5
		scale = council_scaled_admin_value
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		diplomacy = 1
		scale = chancellor_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = reliable_house_modifier
		diplomacy = 1
		scale = chancellor_reliable_house_scale
	}
	#EK ADDITION: new modifiers
	council_owner_modifier = {
		name = hegemon_2_1_modifier
		diplomacy = 1
		martial = 1
		stewardship = 1
		intrigue = 1
		learning = 1
		scale = hegemon_2_1_scale
	}
	
	council_owner_modifier = {
		name = prowess_bonuses_opinion
		vassal_opinion = 1
		courtier_and_guest_opinion = 1
		scale = prowess_bonuses_scale
	} #EK ADDITION END

	valid_character = {
		exists = root.liege_or_court_owner
		can_be_chancellor_trigger = { COURT_OWNER = root.liege_or_court_owner }
		#NOT = { this = character:528 } #EK DISABLED: no such vanilla character in ek2
	}

	on_get_position = {
		got_council_position_effect = yes
	}

	on_fired_from_position = {
		fired_from_council_position_effect = yes
	}

	portrait_animation = chancellor

	barbershop_data = {
		position = { 918.0 172.0 }
		click_to_front = no
	}
}

councillor_steward = {
	skill = stewardship
	name = { #EK EDIT: custom names for stewards
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:councillor_liege ={
						culture = { has_cultural_pillar = heritage_argonian } 
					}
				}
				desc = councillor_steward_fruit_bearer
			}
			
			
			triggered_desc = {
				trigger = {
					government_has_flag = government_is_pirate
				}
				desc = councillor_steward_pirate
			}
			desc = councillor_steward
		}
	}
	tooltip = game_concept_steward_desc
	
	valid_position = {
		NOR = { 
			government_has_flag = government_is_landless_adventurer 
			government_has_flag = government_is_nomadic
		}
	}

	modifier = {
		name = councillor_steward_modifier
		monthly_income = 1
		scale = council_scaled_monthly_income
	}

	modifier = {
		name = councillor_steward_modifier
		build_gold_cost = -0.025
		monthly_stewardship_lifestyle_xp_gain_mult = 0.05
		domain_tax_mult = 0.025
		scale = council_scaled_by_liege_tier
	}

	modifier = {
		name = councillor_steward_modifier
		monthly_influence = 1
		domicile_build_gold_cost = -0.05
		scale = council_scaled_admin_value
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		stewardship = 1
		scale = steward_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = reliable_house_modifier
		stewardship = 1
		scale = steward_reliable_house_scale
	}
	#EK ADDITION: new modifiers
	council_owner_modifier = {
		name = hegemon_2_1_modifier
		diplomacy = 1
		martial = 1
		stewardship = 1
		intrigue = 1
		learning = 1
		scale = hegemon_2_1_scale
	}
	
	council_owner_modifier = {
		name = prowess_bonuses_domain
		monthly_county_control_growth_add = 0.1
		scale = prowess_bonuses_scale
	} #EK ADDITION END

	valid_character = {
		exists = root.liege_or_court_owner
		can_be_steward_trigger = { COURT_OWNER = root.liege_or_court_owner }
		#NOT = { this = character:528 } #EK DISABLED: no such vanilla character in ek2
	}

	on_get_position = {
		got_council_position_effect = yes
	}

	on_fired_from_position = {
		fired_from_council_position_effect = yes
	}

	portrait_animation = steward

	barbershop_data = {
		position = { 1268.0 172.0 }
		click_to_front = no
	}
}

councillor_marshal = {
	skill = martial
	
	name = { #EK EDIT: custom names for marshal
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:councillor_liege = {
						culture = { has_cultural_pillar = heritage_argonian }
					}
				}
				desc = councillor_marshal_ka_deelith
			}
			triggered_desc = {
				trigger = {
					government_has_flag = government_is_pirate
				}
				desc = councillor_marshal_pirate
			}		
			desc = councillor_marshal
		}
	}
	tooltip = game_concept_marshal_desc

	valid_position = {
		NOR = { 
			government_has_flag = government_is_landless_adventurer 
			government_has_flag = government_is_nomadic
		}
	}

	modifier = {
		name = councillor_marshal_modifier
		prowess = 1
		army_maintenance_mult = -0.05
		monthly_martial_lifestyle_xp_gain_mult = 0.05
		scale = council_scaled_by_liege_tier
	}

	modifier = {
		name = councillor_marshal_modifier
		levy_size = 0.05
		scale = council_scaled_by_liege_tier_not_admin
	}

	modifier = {
		name = councillor_marshal_modifier
		monthly_influence = 1
		maa_toughness_mult = 0.04
		scale = council_scaled_admin_value
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		martial = 1
		scale = marshal_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = reliable_house_modifier
		martial = 1
		scale = marshal_reliable_house_scale
	}
	#EK ADDITION: new modifiers
	council_owner_modifier = {
		name = hegemon_2_1_modifier
		diplomacy = 1
		martial = 1
		stewardship = 1
		intrigue = 1
		learning = 1
		scale = hegemon_2_1_scale
	}

	council_owner_modifier = {
		name = prowess_bonuses_army
		levy_size = 0.005
		levy_reinforcement_rate = 0.005
		men_at_arms_maintenance = -0.005
		scale = prowess_bonuses_scale
	} #EK ADDITION END

	valid_character = {
		exists = root.liege_or_court_owner
		can_be_marshal_trigger = { COURT_OWNER = root.liege_or_court_owner }
		#NOT = { this = character:528 } #EK DISABLED: no such vanilla character in ek2
	}

	on_get_position = {
		got_council_position_effect = yes
	}

	on_fired_from_position = {
		fired_from_council_position_effect = yes
	}

	portrait_animation = marshal

	barbershop_data = {
		position = { 558.0 172.0 }
		click_to_front = no
	}
}

councillor_spymaster = {
	skill = intrigue
	
	name = {#EK EDIT: custom names for spymaster
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:councillor_liege = {
						culture = { has_cultural_pillar = heritage_argonian }
					}
				}
				desc = councillor_spymaster_branch_pruner
			}
			triggered_desc = {
				trigger = {
					government_has_flag = government_is_pirate
				}
				desc = councillor_spymaster_pirate
			}
			desc = councillor_spymaster
		}
	}
	tooltip = game_concept_spymaster_desc

	valid_position = {
		NOT = { government_has_flag = government_is_landless_adventurer }
	}

	# Scaled modifiers.
	modifier = {
		name = councillor_spymaster_modifier
		scale = council_scaled_by_liege_tier
		monthly_intrigue_lifestyle_xp_gain_mult = 0.05
		dread_baseline_add = 10
	}

	# Unscaled modifiers.
	modifier = {
		name = councillor_spymaster_modifier
		hostile_scheme_phase_duration_add = -10
		owned_hostile_scheme_success_chance_max_add = 10
	}

	modifier = {
		name = councillor_spymaster_modifier
		monthly_influence = 1
		owned_scheme_secrecy_add = 5
		scale = council_scaled_admin_value
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		intrigue = 1
		scale = spymaster_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = reliable_house_modifier
		intrigue = 1
		scale = spymaster_reliable_house_scale
	}
	#EK ADDITION: new modifiers
	council_owner_modifier = {
		name = hegemon_2_1_modifier
		diplomacy = 1
		martial = 1
		stewardship = 1
		intrigue = 1
		learning = 1
		scale = hegemon_2_1_scale
	} #EK ADDITION END

	valid_character = {
		exists = root.liege_or_court_owner
		can_be_spymaster_trigger = { COURT_OWNER = root.liege_or_court_owner }
		NOT = { has_court_position = shadowscale_court_position }#EK EDIT
	}

	on_get_position = {
		got_council_position_effect = yes
	}

	on_fired_from_position = {
		fired_from_council_position_effect = yes
	}
	
	use_for_scheme_phase_duration = yes
	use_for_scheme_resistance = yes

	portrait_animation = spymaster

	barbershop_data = {
		position = { 1433.0 261.0 }
		click_to_front = yes
	}
}

councillor_court_chaplain = {
	skill = learning

	auto_fill = {
		trigger_if = {
			limit = { is_ai = yes }
			always = yes
		}
		trigger_else = {
			faith = {
				NOT = { has_doctrine_parameter = clerical_appointment_ruler }
			}
		}
	}
	fill_from_pool = yes

	can_fire = {
		custom_description = {
			text = "court_chaplain_cant_fire_doctrines"
			faith = {
				NOT = { has_doctrine_parameter = clerical_appointment_fixed }
			}
		}
	}
	
	can_reassign = {
		custom_description = {
			text = "court_chaplain_cant_reassign_doctrines"
			OR = {
				faith = {
					NOT = { has_doctrine_parameter = clerical_appointment_fixed }
				}
				NOT = { exists = cp:councillor_court_chaplain }
			}
		}
	}
	
	can_change_once = {
		faith = {
			has_doctrine_parameter = clerical_appointment_fixed
		}
		exists = cp:councillor_court_chaplain
	}
	
	inherit = no
	
	name = { #EK EDIT: scraped out references to IRL religions, added our own
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						scope:councillor_liege.faith = faith:coiled_path
						scope:councillor_liege.faith = faith:code_of_malacath
						scope:councillor_liege.faith = faith:old_velothi
					}
				}
				desc = councillor_court_chaplain_wise_woman
			}
			triggered_desc = {
				trigger = {
					scope:councillor_liege.faith = faith:hist
				}
				desc = councillor_court_chaplain_sap_speaker
			}
			triggered_desc = {
				trigger = {
					scope:councillor_liege.faith = { has_doctrine = tenet_amberhist }
				}
				desc = councillor_court_chaplain_amber_speaker
			}
			triggered_desc = {
				trigger = {
					scope:councillor_liege.faith = { has_doctrine = tenet_sunhist }
				}
				desc = councillor_court_chaplain_sun_speaker
			}
			triggered_desc = {
				trigger = {
					scope:councillor_liege.faith = { has_doctrine = tenet_ghosthist }
				}
				desc = councillor_court_chaplain_ghost_speaker
			}
			triggered_desc = {
				trigger = {
					scope:councillor_liege = {
						culture = { has_cultural_pillar = heritage_goblinken }
					}
				}
				desc = councillor_court_chaplain_shaman
			}	
			triggered_desc = {
				trigger = {
					scope:councillor_liege.faith = { has_doctrine = doctrine_theocracy_temporal }
				}
				desc = actual_bishop_title
			}			
			desc = councillor_court_chaplain
		}
	}

	tooltip = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:councillor_liege.faith = { has_doctrine = doctrine_theocracy_temporal }
				}
				desc = game_concept_realm_priest_desc
			}
			desc = game_concept_court_chaplain_desc
		}
	}

	modifier = {
		name = councillor_court_chaplain_modifier
		county_opinion_add = 5
		monthly_learning_lifestyle_xp_gain_mult = 0.05
		scale = council_scaled_by_liege_tier
	}

	modifier = {
		name = councillor_court_chaplain_modifier
		monthly_piety = 1
		scale = council_scaled_monthly_income
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		learning = 1
		scale = court_chaplain_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = reliable_house_modifier
		learning = 1
		scale = court_chaplain_reliable_house_scale
	}
	#EK ADDITION: new modifier
	council_owner_modifier = {
		name = hegemon_2_1_modifier
		diplomacy = 1
		martial = 1
		stewardship = 1
		intrigue = 1
		learning = 1
		scale = hegemon_2_1_scale
	}

	pool_character_config = pool_court_chaplain
	
	valid_character = {
		exists = root.liege_or_court_owner
		can_be_court_chaplain_trigger = { COURT_OWNER = root.liege_or_court_owner }
	}
	
	valid_position = {
		NOR = { 
			government_has_flag = government_is_landless_adventurer 
			government_has_flag = government_is_nomadic
		}
	}

	on_get_position = {
		got_council_position_effect = yes
		if = {
			limit = {
				years_from_game_start >= 1
			}
			if = {
				limit = {
					is_ruler = no
					liege = {
						faith = { has_doctrine = doctrine_clerical_succession_spiritual_fixed_appointment }
						any_vassal = {
							is_physically_able_adult = yes
							is_councillor = no
							government_has_flag = government_is_theocracy
							can_be_court_chaplain_trigger = { COURT_OWNER = liege }
							faith = liege.faith
						}
					}
				}
				liege = {
					random_vassal = {
						limit = {
							is_physically_able_adult = yes
							is_councillor = no
							government_has_flag = government_is_theocracy
							can_be_court_chaplain_trigger = { COURT_OWNER = liege }
							faith = liege.faith
						}
						weight = {
							base = 1
							modifier = {
								add = 1000
								faith.religious_head ?= this
							}
							modifier = {
								add = learning
							}
							modifier = {
								add = primary_title.tier
							}
						}
						liege = {
							assign_councillor_type = {
								type = councillor_court_chaplain
								remove_existing_councillor = yes
								target = prev
							}
						}
					}
				}
				move_to_pool = yes
			}
			if = {
				limit = {
					exists = this
					exists = liege.culture
					NOT = {
						knows_language_of_culture = liege.culture
					}
				}
				random_list = {
					10 = {
						modifier = {
							add = learning
						}
						learn_language_of_culture = liege.culture
					}
					5 = {
						trigger = {
							can_start_scheme = { 
								type = learn_language 
								target_character = liege 
							}
						}
						start_scheme = {
							type = learn_language
							target_character = liege
						}
					}
					5 = {
						trigger = {
							OR = {
								has_trait = arrogant
								has_trait = arbitrary
								has_trait = lazy
								has_trait = fickle
							}
						}
					}
				}
			}
		}
	}

	on_fired_from_position = {
		fired_from_council_position_effect = yes
	}

	portrait_animation = chaplain

	barbershop_data = {
		position = { 1618.0 172.0  }
		click_to_front = no
	}
}

councillor_spouse = {
	auto_fill = yes
	can_fire = no
	can_reassign = no
	
	### EK EDIT: Removed like 2000 lines of vanilla cultural stuff, total replace so no need to keep it around
	name = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:councillor_liege.culture = culture:ashlander
				}
				desc = councillor_spouse
			}
			triggered_desc = {
				trigger = {
					scope:councillor_liege = {
						culture = { has_cultural_pillar = heritage_argonian }
					}
				}
				desc = councillor_spouse
			}
			triggered_desc = {
				trigger = { is_male = yes }
				desc = {
					first_valid = {
						#Tribal Default
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_empire
								scope:councillor_liege = { government_has_flag = government_is_tribal }
							}
							desc = emperor_tribal_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_kingdom
								scope:councillor_liege = { government_has_flag = government_is_tribal }
							}
							desc = king_tribal_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_duchy
								scope:councillor_liege = { government_has_flag = government_is_tribal }
							}
							desc = duke_tribal_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_county
								scope:councillor_liege = { government_has_flag = government_is_tribal }
							}
							desc = count_tribal_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_barony
								scope:councillor_liege = { government_has_flag = government_is_tribal }
							}
							desc = baron_tribal_male
						}
						#Clan Default
						# EK ADDITION: new custom name
						triggered_desc = {
							trigger = {
								scope:councillor_liege.culture = culture:ashlander
							}
							desc = councillor_spouse
						} # EK ADDITION END
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_empire
								scope:councillor_liege = { government_has_flag = government_is_clan	}
							}
							desc = emperor_clan_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_kingdom
								scope:councillor_liege = { government_has_flag = government_is_clan	}
							}
							desc = king_clan_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_duchy
								scope:councillor_liege = { government_has_flag = government_is_clan	}
							}
							desc = duke_clan_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_county
								scope:councillor_liege = { government_has_flag = government_is_clan	}
							}
							desc = count_clan_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_barony
								scope:councillor_liege = { government_has_flag = government_is_clan	}
							}
							desc = baron_clan_male
						}
						#Republic Default
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_empire
								scope:councillor_liege = { government_has_flag = government_is_republic	}
							}
							desc = emperor_republic_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_kingdom
								scope:councillor_liege = { government_has_flag = government_is_republic	}
							}
							desc = king_republic_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_duchy
								scope:councillor_liege = { government_has_flag = government_is_republic	}
							}
							desc = duke_republic_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_county
								scope:councillor_liege = { government_has_flag = government_is_republic	}
							}
							desc = count_republic_male
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_barony
								scope:councillor_liege = { government_has_flag = government_is_republic	}
							}
							desc = baron_republic_male
						}

						#Feudal/Default Fallback
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_empire
								scope:councillor_liege = {
									NOR = { #The following governments have "Spouses"
										government_has_flag = government_is_theocracy
										government_has_flag = government_is_mercenary
										government_has_flag = government_is_holy_order
										
									}
								}
							}
							desc = councillor_spouse_emperor
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_kingdom
								scope:councillor_liege = {
									NOR = { #The following governments have "Spouses"
										government_has_flag = government_is_theocracy
										government_has_flag = government_is_mercenary
										government_has_flag = government_is_holy_order
										
									}
								}
							}
							desc = councillor_spouse_king
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_duchy
								scope:councillor_liege = {
									NOR = { #The following governments have "Spouses"
										government_has_flag = government_is_theocracy
										government_has_flag = government_is_mercenary
										government_has_flag = government_is_holy_order
										
									}
								}
							}
							desc = councillor_spouse_duke
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_county
								scope:councillor_liege = {
									NOR = { #The following governments have "Spouses"
										government_has_flag = government_is_theocracy
										government_has_flag = government_is_mercenary
										government_has_flag = government_is_holy_order
										
									}
								}
							}
							desc = councillor_spouse_count
						}
						triggered_desc = {
							trigger = {
								scope:councillor_liege.highest_held_title_tier = tier_barony
								scope:councillor_liege = {
									NOR = { #The following governments have "Spouses"
										government_has_flag = government_is_theocracy
										government_has_flag = government_is_mercenary
										government_has_flag = government_is_holy_order
										
									}
								}
							}
							desc = councillor_spouse_baron
						}
						triggered_desc = {
							trigger = { scope:councillor_liege.highest_held_title_tier >= tier_kingdom }
							desc = councillor_spouse_prince_consort
						}
						desc = councillor_spouse_husband
					}
				}
			}
			desc = {
				first_valid = {#EK EDIT: removed vanilla culture references, total replace so no need to keep it around
					#Tribal Default
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_empire
							scope:councillor_liege = { government_has_flag = government_is_tribal }
						}
						desc = emperor_tribal_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_kingdom
							scope:councillor_liege = { government_has_flag = government_is_tribal }
						}
						desc = king_tribal_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_duchy
							scope:councillor_liege = { government_has_flag = government_is_tribal }
						}
						desc = duke_tribal_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_county
							scope:councillor_liege = { government_has_flag = government_is_tribal }
						}
						desc = count_tribal_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_barony
							scope:councillor_liege = { government_has_flag = government_is_tribal }
						}
						desc = baron_tribal_female
					}
					#Clan Default
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_empire
							scope:councillor_liege = { government_has_flag = government_is_clan	}
						}
						desc = emperor_clan_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_kingdom
							scope:councillor_liege = { government_has_flag = government_is_clan	}
						}
						desc = king_clan_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_duchy
							scope:councillor_liege = { government_has_flag = government_is_clan	}
						}
						desc = duke_clan_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_county
							scope:councillor_liege = { government_has_flag = government_is_clan	}
						}
						desc = count_clan_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_barony
							scope:councillor_liege = { government_has_flag = government_is_clan	}
						}
						desc = baron_clan_female
					}
					#Republic Default
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_empire
							scope:councillor_liege = { government_has_flag = government_is_republic	}
						}
						desc = emperor_republic_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_kingdom
							scope:councillor_liege = { government_has_flag = government_is_republic	}
						}
						desc = king_republic_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_duchy
							scope:councillor_liege = { government_has_flag = government_is_republic	}
						}
						desc = duke_republic_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_county
							scope:councillor_liege = { government_has_flag = government_is_republic	}
						}
						desc = count_republic_female
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_barony
							scope:councillor_liege = { government_has_flag = government_is_republic	}
						}
						desc = baron_republic_female
					}

					#Feudal/Default Fallback
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_empire
							scope:councillor_liege = {
								NOR = { #The following governments have "Spouses"
									government_has_flag = government_is_theocracy
									government_has_flag = government_is_mercenary
									government_has_flag = government_is_holy_order
									
								}
							}
						}
						desc = councillor_spouse_empress
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_kingdom
							scope:councillor_liege = {
								NOR = { #The following governments have "Spouses"
									government_has_flag = government_is_theocracy
									government_has_flag = government_is_mercenary
									government_has_flag = government_is_holy_order
									
								}
							}
						}
						desc = councillor_spouse_queen
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_duchy
							scope:councillor_liege = {
								NOR = { #The following governments have "Spouses"
									government_has_flag = government_is_theocracy
									government_has_flag = government_is_mercenary
									government_has_flag = government_is_holy_order
									
								}
							}
						}
						desc = councillor_spouse_duchess
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_county
							scope:councillor_liege = {
								NOR = { #The following governments have "Spouses"
									government_has_flag = government_is_theocracy
									government_has_flag = government_is_mercenary
									government_has_flag = government_is_holy_order
									
								}
							}
						}
						desc = councillor_spouse_countess
					}
					triggered_desc = {
						trigger = {
							scope:councillor_liege.highest_held_title_tier = tier_barony
							scope:councillor_liege = {
								NOR = { #The following governments have "Spouses"
									government_has_flag = government_is_theocracy
									government_has_flag = government_is_mercenary
									government_has_flag = government_is_holy_order
									
								}
							}
						}
						desc = councillor_spouse_baroness
					}
					desc = councillor_spouse
				}
			}
		}
	}

	tooltip = game_concept_spouse_desc

	valid_position = {
		AND = {
			NOT = {
				has_diarchy_active_parameter = vizier_sits_in_the_council_instead_of_spouse
			}
			any_spouse = {
				OR = {
					court_owner = root
					AND = {
						is_ruler = yes
						exists = liege
						liege = root
					}
				}
			}
		}
		NOT = { government_has_flag = government_is_landless_adventurer }
	}

	valid_character = {
		exists = liege
		can_be_spouse_councillor_trigger = { COUNCIL_OWNER = liege }
	}

	on_get_position = {
		set_variable = {
			name = councillor_spouse_lifestyle_progress
			value = 0
		}
		# EK DISABLED
		#if = {
		#	limit = {
		#		primary_spouse.primary_title = title:e_hre
		#	}
		#	debug_log = "Set new Spouse council position"
		#	debug_log_scopes = yes
		#}
		trigger_event = councillor_spouse_background.0001
	}

	on_lose_position = {
		remove_variable = councillor_spouse_lifestyle_progress
	}

	on_fired_from_position = {
		remove_variable = councillor_spouse_lifestyle_progress
	}

	barbershop_data = {
		position = { 763.0 261.00  }
		click_to_front = yes
	}
}

councillor_vizier = {
	auto_fill = yes
	can_fire = yes
	can_reassign = yes
	
	name = councillor_vizier
	tooltip = councillor_vizier_desc

	valid_position = {
		has_diarchy_active_parameter = vizier_sits_in_the_council_instead_of_spouse
	}

	valid_character = {
		exists = root.liege_or_court_owner
		can_be_councillor_basics_trigger = yes
		save_temporary_scope_as = confidant

		liege = {
			OR = {
				scope:confidant = diarch
				any_consort = {
					scope:confidant = this
				}
			}
		}
	}

	on_get_position = {
		set_variable = {
			name = councillor_vizier_lifestyle_progress
			value = 0
		}
	}

	on_lose_position = {
		remove_variable = councillor_vizier_lifestyle_progress
	}

	on_fired_from_position = {
		remove_variable = councillor_vizier_lifestyle_progress
	}

	barbershop_data = {
		position = { 763.0 261.00  }
		click_to_front = yes
	}
}

councillor_kurultai_1 = {
	name = councillor_kurultai
	tooltip = game_concept_kurultai_desc

	valid_position = {
		government_has_flag = government_is_nomadic
	}

	valid_character = {
		exists = root.liege_or_court_owner
		can_be_kurultai_trigger = { 
			COURT_OWNER = root.liege_or_court_owner 
			CP1 = councillor_kurultai_2
			CP2 = councillor_kurultai_3
			CP3 = councillor_kurultai_4
		}
	}
	
	council_owner_modifier = {
		name = learn_on_the_job_modifier
		diplomacy = 1
		scale = kurultai_chancellor_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		stewardship = 1
		scale = kurultai_steward_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		martial = 1
		scale = kurultai_marshal_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		learning = 1
		scale = kurultai_court_chaplain_learn_on_the_job_scale
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_income = 0.5
		scale = council_scaled_monthly_income
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_prestige = 0.15
		herd_gain_mult = 0.05
		herd_capacity_mult = 0.05
		scale = council_scaled_by_liege_tier_nomad
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_prestige = 0.15
		levy_size = 0.05
		scale = council_scaled_by_liege_tier_not_nomad
	}


	modifier = {
		name = councillor_kurultai_modifier
		fellow_vassal_opinion = 10
	}

	on_get_position = {
		got_council_position_effect = yes
	}

	on_fired_from_position = {
		if = {
			limit = {
				exists = root.liege_or_court_owner
				liege_or_court_owner = { is_ai = no }
			}
			liege_or_court_owner = {
				add_prestige = major_prestige_loss
			}
		}
		fired_from_council_position_effect = yes
	}

	portrait_animation = survey

	barbershop_data = {
		position = { 918.0 172.0 }
		click_to_front = no
	}
}

councillor_kurultai_2 = {
	name = councillor_kurultai
	tooltip = game_concept_kurultai_desc

	valid_position = {
		government_has_flag = government_is_nomadic
	}

	valid_character = {
		exists = root.liege_or_court_owner
		can_be_kurultai_trigger = { 
			COURT_OWNER = root.liege_or_court_owner 
			CP1 = councillor_kurultai_1
			CP2 = councillor_kurultai_3
			CP3 = councillor_kurultai_4
		}
	}
	
	council_owner_modifier = {
		name = learn_on_the_job_modifier
		diplomacy = 1
		scale = kurultai_chancellor_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		stewardship = 1
		scale = kurultai_steward_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		martial = 1
		scale = kurultai_marshal_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		learning = 1
		scale = kurultai_court_chaplain_learn_on_the_job_scale
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_income = 0.5
		scale = council_scaled_monthly_income
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_prestige = 0.15
		herd_gain_mult = 0.05
		herd_capacity_mult = 0.05
		scale = council_scaled_by_liege_tier_nomad
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_prestige = 0.15
		levy_size = 0.05
		scale = council_scaled_by_liege_tier_not_nomad
	}


	modifier = {
		name = councillor_kurultai_modifier
		fellow_vassal_opinion = 10
	}

	on_get_position = {
		got_council_position_effect = yes
	}

	on_fired_from_position = {
		if = {
			limit = {
				exists = root.liege_or_court_owner
				liege_or_court_owner = { is_ai = no }
			}
			liege_or_court_owner = {
				add_prestige = major_prestige_loss
			}
		}
		fired_from_council_position_effect = yes
	}

	portrait_animation = hunting_falcon

	barbershop_data = {
		position = { 1268.0 172.0 }
		click_to_front = no
	}
}

councillor_kurultai_3 = {
	name = councillor_kurultai
	tooltip = game_concept_kurultai_desc

	valid_position = {
		government_has_flag = government_is_nomadic
	}

	valid_character = {
		exists = root.liege_or_court_owner
		can_be_kurultai_trigger = { 
			COURT_OWNER = root.liege_or_court_owner 
			CP1 = councillor_kurultai_1
			CP2 = councillor_kurultai_2
			CP3 = councillor_kurultai_4
		}
	}
	
	council_owner_modifier = {
		name = learn_on_the_job_modifier
		diplomacy = 1
		scale = kurultai_chancellor_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		stewardship = 1
		scale = kurultai_steward_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		martial = 1
		scale = kurultai_marshal_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		learning = 1
		scale = kurultai_court_chaplain_learn_on_the_job_scale
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_income = 0.5
		scale = council_scaled_monthly_income
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_prestige = 0.15
		herd_gain_mult = 0.05
		herd_capacity_mult = 0.05
		scale = council_scaled_by_liege_tier_nomad
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_prestige = 0.15
		levy_size = 0.05
		scale = council_scaled_by_liege_tier_not_nomad
	}


	modifier = {
		name = councillor_kurultai_modifier
		fellow_vassal_opinion = 10
	}

	on_get_position = {
		got_council_position_effect = yes
	}

	on_fired_from_position = {
		if = {
			limit = {
				exists = root.liege_or_court_owner
				liege_or_court_owner = { is_ai = no }
			}
			liege_or_court_owner = {
				add_prestige = major_prestige_loss
			}
		}
		fired_from_council_position_effect = yes
	}

	portrait_animation = hunting_shortbow_aim_arrow_default

	barbershop_data = {
		position = { 1618.0 172.0  }
		click_to_front = no
	}
}

councillor_kurultai_4 = {
	name = councillor_kurultai
	tooltip = game_concept_kurultai_desc

	valid_position = {
		government_has_flag = government_is_nomadic
	}

	valid_character = {
		exists = root.liege_or_court_owner
		can_be_kurultai_trigger = { 
			COURT_OWNER = root.liege_or_court_owner 
			CP1 = councillor_kurultai_1
			CP2 = councillor_kurultai_2
			CP3 = councillor_kurultai_3
		}
	}
	
	council_owner_modifier = {
		name = learn_on_the_job_modifier
		diplomacy = 1
		scale = kurultai_chancellor_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		stewardship = 1
		scale = kurultai_steward_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		martial = 1
		scale = kurultai_marshal_learn_on_the_job_scale
	}

	council_owner_modifier = {
		name = learn_on_the_job_modifier
		learning = 1
		scale = kurultai_court_chaplain_learn_on_the_job_scale
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_income = 0.5
		scale = council_scaled_monthly_income
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_prestige = 0.15
		herd_gain_mult = 0.05
		herd_capacity_mult = 0.05
		scale = council_scaled_by_liege_tier_nomad
	}

	modifier = {
		name = councillor_kurultai_modifier
		monthly_prestige = 0.15
		levy_size = 0.05
		scale = council_scaled_by_liege_tier_not_nomad
	}


	modifier = {
		name = councillor_kurultai_modifier
		fellow_vassal_opinion = 10
	}

	on_get_position = {
		got_council_position_effect = yes
	}

	on_fired_from_position = {
		if = {
			limit = {
				exists = root.liege_or_court_owner
				liege_or_court_owner = { is_ai = no }
			}
			liege_or_court_owner = {
				add_prestige = major_prestige_loss
			}
		}
		fired_from_council_position_effect = yes
	}

	portrait_animation = shepherd_with_sheep

	barbershop_data = {
		position = { 558.0 172.0 }
		click_to_front = no
	}
}
