﻿### EK NOTE: Added our own events

on_leave_council = {
	#EK ADDITION
	on_actions = {
		ek_on_leave_council
	}
	#EK ADDITION END
	effect = {
		scope:councillor = {
			unblock_firing_councillor_effect = yes
		}
	}
	events = {
		# Inform the liege when their councillor resigns.
		delay = { days = 1 }
		council_interaction.0011
	}
}

on_fired_from_council = {
	#EK ADDITION
	on_actions = {
		ek_on_fired_from_council
	}
	#EK ADDITION END
	events = {
		# Inform the character when their liege fires them.
		delay = { days = 1 }
		council_interaction.0020
	}
}

## Fires when a character leaves the council due to them leaving the court.
# Will fire just before on_leave_court.
# Root is the character
# scope:old_employer is their old employer
# scope:council_task is their (previous) council task
# scope:councillor is the councillor in question that left (same as root)
on_councillor_left = {
	#EK ADDITION
	on_actions = {
		ek_on_councillor_left
	}
	#EK ADDITION END
	effect = {
		scope:councillor = {
			councillor_leaving_effect = yes
		}
	}
}

############
# Marshal Task Event Lists
############
organize_levies_monthly_on_action = {
	trigger = {
		exists = cp:councillor_marshal
	}

	on_actions = {
		organize_the_levies_marshal_task_side_effects
	}
	random_events = {
		chance_to_happen = 10
		150 = marshal_task.1103 #EP2: Acclaimed Knight levy captaincy
	}
}

organize_the_levies_marshal_task_side_effects = {
	trigger = {
		NOT = { has_variable = had_marshal_task_side_effect }
		exists = cp:councillor_marshal
	}
	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		50 = marshal_task.1001 #Levy Desertions
		100 = marshal_task.1002 #Unused Farmland
		100 = marshal_task.1003 #Insufficient Guards
		#Good side effects
		100 = marshal_task.1101 #Efficient Organization
		100 = marshal_task.1102 #Military Presence
	}
}

train_commanders_monthly_on_action = {
	trigger = {
		exists = cp:councillor_marshal
	}

	on_actions = {
		train_commanders_success_effect
		train_commanders_marshal_task_side_effects
	}
	random_events = {
		chance_to_happen = 10
		150 = marshal_task.2103 #EP2: Acclaimed Knight drills the elite
	}
}

train_commanders_success_effect = {
	random_events = {
		chance_of_no_event = {
			value = 100
			subtract = scope:councillor.marshal_train_commanders_monthly_chance_value
		}

		100 = marshal_task.0301
		25 = marshal_task.0302
		25 = marshal_task.0303
		50 = marshal_task.0304
	}
}

train_commanders_marshal_task_side_effects = {
	trigger = {
		NOT = { has_variable = had_marshal_task_side_effect }
		exists = cp:councillor_marshal
	}
	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		100 = marshal_task.2001 #Commander is Wounded
		100 = marshal_task.2002 #Commander is Maimed
		50 = marshal_task.2003 #Commander is Killed
		#Good side effects
		100 = marshal_task.2101 #Teach Commander Trait
		100 = marshal_task.2102 #Improve Knight
	}
}

increase_control_monthly_on_action = {
	trigger = {
		OR = {
			exists = cp:councillor_marshal
			scope:councillor = {
				is_kurultai_trigger = yes
				OR = {
					is_performing_council_task = task_kurultai_control_1
					is_performing_council_task = task_kurultai_control_2
					is_performing_council_task = task_kurultai_control_3
					is_performing_council_task = task_kurultai_control_4
				}
			}
		}
	}

	on_actions = {
		task_increase_control_side_effects
	}
	random_events = {
		chance_to_happen = 10
		150 = marshal_task.3103 #EP2: Acclaimed Knight Subdues Peasantry
	}
}

task_increase_control_side_effects = {
	trigger = {
		NOR = {
			has_variable = had_marshal_task_side_effect
			has_variable = had_kurultai_task_side_effect
		}
		OR = {
			exists = cp:councillor_marshal
			scope:councillor = {
				is_kurultai_trigger = yes
				OR = {
					is_performing_council_task = task_kurultai_control_1
					is_performing_council_task = task_kurultai_control_2
					is_performing_council_task = task_kurultai_control_3
					is_performing_council_task = task_kurultai_control_4
				}
			}
		}
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0

		#Bad side effects
		100 = marshal_task.3001 #Reduce County Opinion
		50 = marshal_task.3002 #Loss of Control
		100 = marshal_task.3003 #Baron opinion loss

		#Good side effects
		100 = marshal_task.3101 #Increased County Opinion
		100 = marshal_task.3102 #Baron opinion gain
	}
}

manage_guards_marshal_task_side_effects = {
	trigger = {
		NOT = { has_variable = had_marshal_task_side_effect }

		exists = cp:councillor_marshal
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0

		#Bad side effects
		100 = marshal_task.4001 #Knight is Wounded
		100 = marshal_task.4002 #Disorganized Royal Guards

		#Good side effects
		100 = marshal_task.4101 #Knight Improved
		100 = marshal_task.4102 #Scheme Disrupted
	}
}

task_foreign_affairs_side_effects = {
	trigger = {
		NOT = { has_variable = had_chancellor_task_side_effect }

		exists = cp:councillor_chancellor
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0

		#Bad side effects
		10 = chancellor_task.1001 #A neighbor gains a claim on you
		100 = chancellor_task.1002 #A truce against you is shortened
		100 = chancellor_task.1003 #Decrease Neighbor opinion

		#Good side effects
		100 = chancellor_task.1102 #Shorten a truce against an enemy
		100 = chancellor_task.1103 #Increase neighbor opinion
	}
}

task_domestic_affairs_side_effects = {
	trigger = {
		NOR = {
			has_variable = had_chancellor_task_side_effect
			has_variable = had_kurultai_task_side_effect
		}
		OR = {
			exists = cp:councillor_chancellor
			has_any_kurultai_trigger = yes
		}
	}

	random_events = {
		chance_to_happen = 1
		1200 = 0
		#Bad side effects
		100 = chancellor_task.3001 #Lose opinion with a significant vassal
		50 = chancellor_task.3002 #Worsen vassal contract
		100 = chancellor_task.3003 #Loss of Crown Authority
		#Good side effects
		100 = chancellor_task.3101 #Stop war between vassals
		100 = chancellor_task.3102 #Improve vassal contract
		100 = chancellor_task.3103 #Gain opinion with a significant vassal
		25 = chancellor_task.3104 #Force a vassal into Partition Succession
	}
}

task_integrate_title_side_effects = {
	trigger = {
		NOT = { has_variable = had_chancellor_task_side_effect }

		exists = cp:councillor_chancellor
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		50 = chancellor_task.2001 #Nobles resist integration
		50 = chancellor_task.2002 #Culture upset at integration
		#Good side effects
		150 = chancellor_task.2101 #Nobles endorse integration
		150 = chancellor_task.2102 #Culture endorses integration
		150 = chancellor_task.2103 #Choose Development or Integration
	}
}

task_bestow_royal_favor_side_effects = {
	trigger = {
		NOT = { has_variable = had_chancellor_task_side_effect }

		exists = cp:councillor_chancellor
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		100 = chancellor_task.3001 #Lose opinion with  vassal
		100 = chancellor_task.3002 #Worsen vassal contract
		#Good side effects
		100 = chancellor_task.3101 #Stop war between vassals
		100 = chancellor_task.3102 #Improve vassal contract
		100 = chancellor_task.3103 #Gain opinion with vassal
	}
}


task_fabricate_claim_success_effect = {
	random_events = {
		100 = court_chaplain_task.0301 #Claim on County
		20 = court_chaplain_task.0302 #Claim on Duchy
	}
}

task_collect_taxes_side_effects = {
	trigger = {
		NOT = { has_variable = had_steward_task_side_effect }
		exists = cp:councillor_steward
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		25 = steward_task.1001 #Bandits County Corruption
		25 = steward_task.1002 #Inefficient Census County Corruption
		25 = steward_task.1003 #Lack of Sheriffs County Corruption
		25 = steward_task.1004 #Smuggling Ring County Corruption
		50 = steward_task.1005 #Tax collector and steward argue over steward's taxes
		#Good side effects
		100 = steward_task.1101 #Extra gold
	}
}

task_develop_county_side_effects = {
	trigger = {
		NOT = { has_variable = had_steward_task_side_effect }
		exists = cp:councillor_steward
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		100 = steward_task.2001 #Lack of Workers
		100 = steward_task.2002 #Loss of County Opinion
		50 = steward_task.2003 #Loss of County Control
		100 = steward_task.2004 #Tax collector tries increasing taxes in developing county
		#Good side effects
		100 = steward_task.2101 #Efficient Taxation
		100 = steward_task.2102 #Increased Control
	}
}

task_promote_culture_side_effects = {
	trigger = {
		NOT = { has_variable = had_steward_task_side_effect }
		exists = cp:councillor_steward
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		100 = steward_task.3001 #Resistance to settlers
		100 = steward_task.3002 #Resistance to administration
		#Good side effects
		100 = steward_task.3101 #Improve County Opinion
		100 = steward_task.3102 #Increased County Taxes
		100 = steward_task.3103 #Increased County Levies
	}
}

task_accept_culture_side_effects = {
	trigger = {
		NOT = { has_variable = had_steward_task_side_effect }
		exists = cp:councillor_steward
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		# Bad side effects
		100 = steward_task.3201
		100 = steward_task.3202
		100 = steward_task.3203

		# Good side effects
		100 = steward_task.3301
		100 = steward_task.3302
		100 = steward_task.3303
	}
}

task_religious_relations_side_effects = {
	trigger = {
		NOT = { has_variable = had_court_chaplain_task_side_effect }
		exists = cp:councillor_court_chaplain
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		100 = court_chaplain_task.1001 #Loss of Piety
		100 = court_chaplain_task.1002 #Loss of opinion from theocratic vassal
		#Good side effects
		100 = court_chaplain_task.1101 #Impress theocratic vassal
	}
}

task_convert_side_effects = {
	trigger = {
		NOT = { has_variable = had_court_chaplain_task_side_effect }
		exists = cp:councillor_court_chaplain
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		100 = court_chaplain_task.2001 #Resistance to conversion
		100 = court_chaplain_task.2002 #Resistance to conversion
		#Good side effects
		100 = court_chaplain_task.2101 #Improve County Opinion
		100 = court_chaplain_task.2102 #Increased Development
		100 = court_chaplain_task.2103 #Increased County Levies
	}
}

task_fabricate_claim_side_effects = {
	trigger = {
		NOT = { has_variable = had_court_chaplain_task_side_effect }
		exists = cp:councillor_court_chaplain
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		50 = court_chaplain_task.3001 #Vassals dislike claim fabrication
		100 = court_chaplain_task.3002 #Loss of piety
		100 = court_chaplain_task.3003 #Powerful Vassal dislikes claim fabrication
		100 = court_chaplain_task.3004 #Target discovers Fabrication
		#Good side effects
	}
}


task_support_schemes_side_effects = {
	trigger = {
		NOT = { has_variable = had_spymaster_task_side_effect }
		exists = cp:councillor_spymaster
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		100 = spymaster_task.2001 #Loss of Piety
		100 = spymaster_task.2002 #Loss of prestige
		50 = spymaster_task.2003 #Scheme Fails
		#Good side effects
		100 = spymaster_task.2101 #Discovery of a minor secret
		50 = spymaster_task.2104 #Discovery of a major secret
	}
}


task_disrupt_schemes_side_effects = {
	trigger = {
		NOT = { has_variable = had_spymaster_task_side_effect }
		exists = cp:councillor_spymaster
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		25 = spymaster_task.1001 #Spymaster reveals one of your secrets to a powerful vassal
		100 = spymaster_task.1003 #Spymaster reveals a Courtier's secrets to a powerful vassal
		#Good side effects
		100 = spymaster_task.1101 #Hostile Scheme is interrupted
		100 = spymaster_task.2101 #Discovery of a minor secret
		50 = spymaster_task.2104 #Discovery of a major secret
	}
}

task_find_secrets_outcome = {
	random_events = {
		100 = spymaster_task.0301 #Find minor secret
		50 = spymaster_task.0302 #Find major secret
		10 = spymaster_task.0381 # Fabricate a Hook (if you have Truth is Relative) - Fired both here and if no secrets exist
	}
}

### EK EDIT: This one doesn't use an ek specific on_action because it's part of a first_valid statement
task_find_secrets_reveal_selection = {
	first_valid = {
		spymaster_task.0341 #Secret Deviant
		spymaster_task.0342 #Secret Sodomy
		spymaster_task.0343 #Secret Murder Attempt
		spymaster_task.0344 #Secret Murder
		spymaster_task.0345 #Secret Cannibal
		spymaster_task.0346 #Secret Lover
		spymaster_task.0347 #Secret Unbeliever
		spymaster_task.0348 #Secret Incest
		spymaster_task.0349 #Secret Witch
		spymaster_task.0350 #The target is a bastard
		spymaster_task.0351 #Target has a bastard child
		spymaster_task.0352 #Known Bastard fatherhood
		spymaster_task.0353 #Secret Crypto-Religionist
		
		###EK ADDITION: Added our own secrets
		ek_spymaster_task.0001 #Secret Necromancer
		
		spymaster_task.0359 #Fallback
	}
}

task_find_secrets_side_effects = {
	trigger = {
		NOT = { has_variable = had_spymaster_task_side_effect }
		exists = cp:councillor_spymaster
	}

	random_events = {
		chance_to_happen = 1
		500 = 0
		100 = spymaster_task.0399 #Nothing is found
		100 = spymaster_task.3001 #Caught snooping on vassal
		100 = spymaster_task.3004 #Caught snooping on liege
		100 = spymaster_task.3007 #Caught snooping on foreign ruler
		100 = spymaster_task.3010 #Caught snooping on foreign ruler's vassal
	}
}

task_convince_dejure_side_effects = {
	trigger = {
		NOT = { has_variable = had_steward_task_side_effect }
		exists = cp:councillor_steward
	}

	random_events = {
		chance_to_happen = 1
		1000 = 0
		#Bad side effects
		100 = steward_task.4001 #Target liege is aware and not pleased
		100 = steward_task.4002 #Loss of prestige
		#Good side effects
		100 = steward_task.4101 #Prestige gained
	}
}

task_help_herders_on_action = {
	trigger = {
		OR = {
			exists = cp:councillor_kurultai_1
			exists = cp:councillor_kurultai_2
			exists = cp:councillor_kurultai_3
			exists = cp:councillor_kurultai_4
		}
	}

	on_actions = {
		task_increase_control_side_effects
	}
}

task_help_herders_side_effects = {
	trigger = {
		NOT = { has_variable = had_kurultai_task_side_effect }
	}
	random_events = {
		chance_to_happen = 1
		1000 = 0
		# Bad Side Effects
		100 = kurultai_task.1050
		100 = kurultai_task.1055
		# Good Side Effects
		100 = kurultai_task.1000
		100 = kurultai_task.1005
	}
}

task_manage_fertility_on_action = {
	trigger = {
		OR = {
			exists = cp:councillor_kurultai_1
			exists = cp:councillor_kurultai_2
			exists = cp:councillor_kurultai_3
			exists = cp:councillor_kurultai_4
		}
	}

	on_actions = {
		task_manage_fertility_side_effects
	}
}

task_manage_fertility_side_effects = {
	trigger = {
		NOT = { has_variable = had_kurultai_task_side_effect }
	}
	random_events = {
		chance_to_happen = 1
		1000 = 0
		# Bad Side Effects
		100 = kurultai_task.1150
		100 = kurultai_task.1155

		# Good Side Effects
		100 = kurultai_task.1100
		100 = kurultai_task.1105
	}
}

task_manage_astrologer_on_action = {
	trigger = {
		OR = {
			exists = cp:councillor_kurultai_1
			exists = cp:councillor_kurultai_2
			exists = cp:councillor_kurultai_3
			exists = cp:councillor_kurultai_4
		}
	}

	on_actions = {
		task_manage_astrologer_side_effects
	}
}

task_manage_astrologer_side_effects = {
	trigger = {
		NOT = { has_variable = had_kurultai_task_side_effect }
	}
	random_events = {
		chance_to_happen = 1
		1000 = 0
		# Bad Side Effects
		100 = kurultai_task.1250
		100 = kurultai_task.1255

		# Good Side Effects
		100 = kurultai_task.1200
		100 = kurultai_task.1205
	}
}

task_exploit_area_on_action = {
	trigger = {
		OR = {
			exists = cp:councillor_kurultai_1
			exists = cp:councillor_kurultai_2
			exists = cp:councillor_kurultai_3
			exists = cp:councillor_kurultai_4
		}
	}

	on_actions = {
		task_exploit_area_side_effects
	}
}

task_exploit_area_side_effects = {
	trigger = {
		NOT = { has_variable = had_kurultai_task_side_effect }
	}
	random_events = {
		chance_to_happen = 1
		1000 = 0
		# Bad Side Effects
		100 = kurultai_task.1350
		100 = kurultai_task.1355

		# Good Side Effects
		100 = kurultai_task.1300
		100 = kurultai_task.1305
	}
}

task_organize_raiders_on_action = {
	trigger = {
		OR = {
			exists = cp:councillor_kurultai_1
			exists = cp:councillor_kurultai_2
			exists = cp:councillor_kurultai_3
			exists = cp:councillor_kurultai_4
		}
	}

	on_actions = {
		task_organize_raiders_side_effects
	}
}

task_organize_raiders_side_effects = {
	trigger = {
		NOT = { has_variable = had_kurultai_task_side_effect }
	}
	random_events = {
		chance_to_happen = 1
		1000 = 0
		# Bad Side Effects
		100 = kurultai_task.1450
		100 = kurultai_task.1455

		# Good Side Effects
		100 = kurultai_task.1400
		100 = kurultai_task.1405
	}
}

task_explore_cultures_on_action = {
	trigger = {
		OR = {
			exists = cp:councillor_kurultai_1
			exists = cp:councillor_kurultai_2
			exists = cp:councillor_kurultai_3
			exists = cp:councillor_kurultai_4
		}
	}

	on_actions = {
		task_explore_cultures_side_effects
	}
}

task_explore_cultures_side_effects = {
	trigger = {
		NOT = { has_variable = had_kurultai_task_side_effect }
	}
	random_events = {
		chance_to_happen = 1
		1000 = 0
		# Bad Side Effects
		100 = kurultai_task.1550
		100 = kurultai_task.1555

		# Good Side Effects
		100 = kurultai_task.1500
		100 = kurultai_task.1505
	}
}
