﻿# EK NOTE: removed legendary generic artifacts; removed vanilla religion stuff
#Events run from the yearly_pulse on_action
namespace = bp2_yearly

# List of events in this file:
#
#
# 6000		Not the Italian Way
# 6010		No Man Imprisoned
# 6020		Children Say Such Funny Things
# 6030		Eyes of the Family
# 6040		All We Are Not
# 6050		Stone, Iron, Clay and Wattle
# 6060		Studies in Eternity
# 6070		Where All the World Gazes
# 6080		Bulgarian Blood
# 6090		A Birthright, Renewed
# 6091		A People, Immutable
# 6100		Moldavia, Reborn!
# 6110		Foreign Reforms
# 6120		Where Bonds Are Tested
# 6121		The Forgone Son
# 6122		Not Forgotten
# 6123		The Scion of Peace
# 6130		Captive, Captivated
# 6140		For Amity, Too Young
# 6150		The Assurance Speaks
# 6160		Worst of my Riders
# 6170		A Pact with the Uncivilized
# 6180-6199 Foreign-Raised Reformer feed events
# 6200-6203	Where the Knights Know Peace
# 6204		A Plea From My Blood
# 6205		To Lands of Strife
# 6210-6215 Foreign-Raised Reformer feed events

#####################################
# Not the Italian Way				#
# by Jason Cantalini				#
# 60000								#
#####################################

scripted_trigger bp2_yearly_6000_valid_educator = {
	is_available = yes
	culture = root.culture
	NOR = {
		has_trait = cynical
		has_trait = calm
		has_trait = eccentric
	}
	OR = {
		has_relation_guardian = scope:hosted_child
		has_court_position = court_tutor_court_position
		AND = {
			root.culture = {
				has_cultural_pillar = ethos_bellicose
			}
			OR = {
				is_knight_of = root
				this = root.cp:councillor_marshal
				this = root.cp:councillor_spymaster
			}
		}
		AND = {
			root.culture = {
				has_cultural_pillar = ethos_bureaucratic
			}
			OR = {
				this = root.cp:councillor_steward
				has_court_position = seneschal_court_position
				this = root.cp:councillor_court_chaplain
			}
		}
		AND = {
			root.culture = {
				has_cultural_pillar = ethos_communal
			}
			OR = {
				this = root.cp:councillor_chancellor
				this = root.cp:councillor_court_chaplain
				has_court_position = court_poet_court_position
			}
		}
		AND = {
			root.culture = {
				has_cultural_pillar = ethos_courtly
			}
			OR = {
				this = root.cp:councillor_chancellor
				has_court_position = seneschal_court_position
				has_court_position = court_poet_court_position
				this = root.cp:councillor_court_chaplain
			}
		}
		AND = {
			root.culture = {
				has_cultural_pillar = ethos_egalitarian
			}
			OR = {
				this = root.cp:councillor_chancellor
				has_court_position = seneschal_court_position
				this = root.cp:councillor_court_chaplain
			}
		}
		AND = {
			root.culture = {
				has_cultural_pillar = ethos_spiritual
			}
			this = root.cp:councillor_court_chaplain
		}

		AND = {
			root.culture = {
				has_cultural_pillar = ethos_stoic
			}
			OR = {
				is_knight_of = root
				this = root.cp:councillor_marshal
				this = root.cp:councillor_chancellor
				has_court_position = court_poet_court_position
				this = root.cp:councillor_court_chaplain
			}
		}
	}
}

scripted_trigger bp2_yearly_6000_good_at_ethos = {
	trigger_if = {
		limit = {
			root.culture = {
				has_cultural_pillar = ethos_bellicose
			}
		}
		OR = {
			martial >= high_skill_rating
			ai_boldness >= medium_positive_ai_value
			ai_compassion <= high_negative_ai_value
			has_trait = rowdy
			has_trait = aggressive_attacker
			has_trait = reaver
			has_trait = adventurer
		}
	}
	trigger_else_if = {
		limit = {
			root.culture = {
				has_cultural_pillar = ethos_bureaucratic
			}
		}
		OR = {
			stewardship >= high_skill_rating
			ai_greed >= high_positive_ai_value
			ai_rationality >= medium_positive_ai_value
			has_trait = pensive
			has_trait = overseer
			has_trait = administrator
			has_trait = architect
		}
	}
	trigger_else_if = {
		limit = {
			root.culture = {
				has_cultural_pillar = ethos_communal
			}
		}
		OR = {
			ai_vengefulness >= medium_positive_ai_value
			ai_honor >= high_positive_ai_value
			has_trait = charming
			has_trait = family_first
		}
	}
	trigger_else_if = {
		limit = {
			root.culture = {
				has_cultural_pillar = ethos_courtly
			}
		}
		OR = {
			diplomacy >= high_skill_rating
			ai_sociability >= medium_positive_ai_value
			ai_honor >= high_positive_ai_value
			has_trait = charming
			has_trait = august
			has_trait = poet
		}
	}
	trigger_else_if = {
		limit = {
			root.culture = {
				has_cultural_pillar = ethos_egalitarian
			}
		}
		OR = {
			diplomacy >= high_skill_rating
			ai_sociability >= high_positive_ai_value
			ai_compassion >= medium_positive_ai_value
			has_trait = curious
			has_trait = diplomat
		}
	}
	trigger_else_if = {
		limit = {
			root.culture = {
				has_cultural_pillar = ethos_spiritual
			}
		}
		OR = {
			has_trait = zealous
			piety_level >= 3
			has_trait = pensive
			has_trait = theologian
			has_trait = scholar
			has_trait = lifestyle_mystic
		}
	}
	trigger_else = {
		OR = {
			ai_compassion >= high_positive_ai_value
			ai_zeal >= medium_positive_ai_value
			has_trait = unyielding_defender
			has_trait = gallant
			has_trait = loyal
		}
	}
}

bp2_yearly.6000 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6000.t
	override_background = {
		reference = relaxing_room
	}
	desc = {
		#Standard intro
		desc = bp2_yearly.6000.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_bellicose
					}
				}
				desc = bp2_yearly.6000.desc.fault.bellicose
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_bureaucratic
					}
				}
				desc = bp2_yearly.6000.desc.fault.bureaucratic
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_communal
					}
				}
				desc = bp2_yearly.6000.desc.fault.communal
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_courtly
					}
				}
				desc = bp2_yearly.6000.desc.fault.courtly
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_egalitarian
					}
					exists = scope:realm_minority
				}
				desc = bp2_yearly.6000.desc.fault.egalitarian
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_egalitarian
					}
				}
				desc = bp2_yearly.6000.desc.fault.egalitarian_no_culture
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_spiritual
					}
				}
				desc = bp2_yearly.6000.desc.fault.spiritual
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_stoic
					}
				}
				desc = bp2_yearly.6000.desc.fault.stoic
			}
		}
		desc = bp2_yearly.6000.desc.mid
		first_valid = {
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_bellicose
					}
				}
				desc = bp2_yearly.6000.desc.value.bellicose
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_bureaucratic
					}
				}
				desc = bp2_yearly.6000.desc.value.bureaucratic
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_communal
					}
				}
				desc = bp2_yearly.6000.desc.value.communal
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_courtly
					}
				}
				desc = bp2_yearly.6000.desc.value.courtly
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_egalitarian
					}
				}
				desc = bp2_yearly.6000.desc.value.egalitarian
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_spiritual
					}
				}
				desc = bp2_yearly.6000.desc.value.spiritual
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_stoic
					}
				}
				desc = bp2_yearly.6000.desc.value.stoic
			}
		}
		desc = bp2_yearly.6000.desc.outro
	}
	theme = hostage
	left_portrait = {
		character = scope:tutor
		animation = stressed_teacher
	}
	right_portrait = {
		character = scope:hosted_child
		animation = boredom
	}
	lower_right_portrait = {
		character = scope:childs_home_liege
	}

	cooldown = {
		years = 5
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		is_available_adult = yes
		#Do you have a same-culture hostage or ward from another court?
		OR = {
			any_warden_hostage = {
				is_imprisoned = no
				culture = root.culture
				age > 5
				is_adult = no
				bp2_yearly_6000_good_at_ethos = no
				home_court ?= {
					bp2_yearly_6000_good_at_ethos = no
					culture = root.culture
					NOT = {
						has_character_flag = accused_of_bad_cultural_education
					}
					is_adult = yes
				}
			}
			any_foreign_court_guest = {
				is_imprisoned = no
				culture = root.culture
				age > 5
				is_adult = no
				bp2_yearly_6000_good_at_ethos = no
				liege ?= {
					bp2_yearly_6000_good_at_ethos = no
					culture = root.culture
					NOT = {
						has_character_flag = accused_of_bad_cultural_education
					}
					is_adult = yes
				}
			}
		}
		
		#Is there a valid tutor, appropriate for the cultural issue?
		any_courtier = {
			is_available_adult = yes
			culture = root.culture
			NOR = {
				has_trait = cynical
				has_trait = eccentric
				has_trait = calm
			}
		}

		# add character flag on target so they don't get spammed
	}
	weight_multiplier = {
		base = 1
	   modifier = {
			culture = {
				OR = {
					has_cultural_parameter = harder_to_hybridize
					has_cultural_parameter = dislikes_marrying_outside_of_culture
				}
			}
			add = 2
		}
		modifier = {
			culture = {
				OR = {
					has_cultural_parameter = life_is_a_joke_trait_same_culture_opinion
					has_cultural_parameter = cheaper_to_hybridize
				}
			}
			add = -2
		}
		modifier = {
			# More likely if root is big on cultural tradition
			bp2_yearly_6000_good_at_ethos = yes
			add = 3
		}
	}
	immediate = {
		root = {
			save_scope_as = childs_host
		}
		if = {
			limit = {
				any_warden_hostage = {
					is_imprisoned = no
					culture = root.culture
					age > 5
					is_adult = no
					bp2_yearly_6000_good_at_ethos = no
					home_court ?= {
						bp2_yearly_6000_good_at_ethos = no
						culture = root.culture
						NOT = {
							has_character_flag = accused_of_bad_cultural_education
						}
						is_adult = yes
					}
				}
			}
			random_warden_hostage = {
				limit = {
					is_imprisoned = no
					culture = root.culture
					age > 5
					is_adult = no
					bp2_yearly_6000_good_at_ethos = no
					home_court ?= {
						bp2_yearly_6000_good_at_ethos = no
						culture = root.culture
						NOT = {
							has_character_flag = accused_of_bad_cultural_education
						}
						is_adult = yes
					}
				}
				save_scope_as = hosted_child
				home_court = {
					save_scope_as = childs_home_liege
				}
			}
		}
		else = {
			random_foreign_court_guest = {
				limit = {
					is_imprisoned = no
					culture = root.culture
					age > 5
					is_adult = no
					bp2_yearly_6000_good_at_ethos = no
					liege ?= {
						bp2_yearly_6000_good_at_ethos = no
						culture = root.culture
						NOT = {
							has_character_flag = accused_of_bad_cultural_education
						}
						is_adult = yes
					}
				}
			   save_scope_as = hosted_child
			   liege = {
					save_scope_as = childs_home_liege
				}
			}
		}
		#try to get someone who would be teaching child about ethos
		if = {
			limit = {
				any_courtier = {
					bp2_yearly_6000_valid_educator = yes
				}
			}
			 random_courtier = {
				limit = {
					bp2_yearly_6000_valid_educator = yes
				}
				save_scope_as = tutor
			}
		}
		#try to get anyone who would freak out in an appropriate way
		else = {
			random_courtier = {
				limit = {
					is_available_adult = yes
					culture = root.culture
					NOR = {
						has_trait = cynical
						has_trait = calm
						has_trait = eccentric
					}
				}
				save_scope_as = tutor
			}
		}
	   
		# try to save a minority culture to refer to
		if = {
			limit = {
				any_culture_global = {
					NOT = { this = root.culture }
					culture_number_of_counties > 0
					trigger_if = {
						limit = {
							exists = root.capital_county
							root = {
								highest_held_title_tier > tier_duchy
							}
						}
						any_culture_county = {
							empire = root.capital_county.empire 
						}
					}
					trigger_else = {
						exists = root.capital_county
						any_culture_county = {
							kingdom = root.capital_county.kingdom
						}
					}
				}
			}
			random_culture_global = {
				limit = {
					NOT = { this = root.culture }
					culture_number_of_counties > 0
					trigger_if = {
						limit = {
							exists = root.capital_county
							root = {
								highest_held_title_tier > tier_duchy
							}
						}
						any_culture_county = {
							empire = root.capital_county.empire 
						}
					}
					trigger_else = {
						exists = root.capital_county
						any_culture_county = {
							kingdom = root.capital_county.kingdom
						}
					}
				}
				weight = {
					base = 1
					modifier = {
						add = 2
						NOT = { has_same_culture_heritage = root.culture }
					}
					modifier = {
						add = 2
						NOT = { has_same_culture_language = root.culture }
					}
				}
				save_scope_as = realm_minority
			}
		}
	}
	# Everybody needs to hear about this: the kid's liege will change their ways or face shaming
	option = {
		name = bp2_yearly.6000.a
		flavor = bp2_yearly.6000.a.tt
		scope:childs_home_liege = {
			add_character_flag = {
				flag = accused_of_bad_cultural_education
				years = 20
			}
		}
		progress_towards_rival_effect = {
			CHARACTER = scope:childs_home_liege
			OPINION = -30
			REASON = rival_accused_of_cultural_impropriety
		}
		scope:childs_home_liege = {
			trigger_event = {
				id = bp2_yearly.6001
				days = 1
			}
		}
		custom_tooltip = bp2_yearly.6000.a.response
		if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_bellicose
				}
			}
			add_character_modifier = {
				modifier = defender_of_bellicose_ways_modifier
				years = 10
			}
			
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_bureaucratic
				}
			}
			add_character_modifier = {
				modifier = defender_of_bureaucratic_ways_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_communal
				}
			}
			add_character_modifier = {
				modifier = defender_of_communal_ways_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_courtly
				}
			}
			add_character_modifier = {
				modifier = defender_of_courtly_ways_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_egalitarian
				}
			}
			add_character_modifier = {
				modifier = defender_of_egalitarian_ways_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_spiritual
				}
			}
			add_character_modifier = {
				modifier = defender_of_spiritual_ways_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_stoic
				}
			}
			add_character_modifier = {
				modifier = defender_of_stoic_ways_modifier
				years = 10
			}
		}

		stress_impact = {
			forgiving = major_stress_impact_gain
			eccentric = minor_stress_impact_gain
			arbitrary = minor_stress_impact_gain
			content = minor_stress_impact_gain
			fickle = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = 1
				ai_boldness = 1
			}
			 modifier = {
				factor = 0
				OR = {
					has_trait = forgiving
					has_trait = eccentric
					has_trait = arbitrary
				}
			}
		}
	}
	# step in and address this poor cultural education head on - it's the only hope of raising a real Italian!
	option = {
		name = bp2_yearly.6000.b
		#bellicose education
		if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_bellicose
				}
			}
			duel = {
				skills = { martial intrigue }
				value = decent_skill_rating
				50 = { #It works well
					desc = bp2_yearly.6000.b.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = harder_to_hybridize
								has_cultural_parameter = dislikes_marrying_outside_of_culture
							}
						}
						add = 20
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = life_is_a_joke_trait_same_culture_opinion
								has_cultural_parameter = cheaper_to_hybridize
							}
						}
						add = -20
					}
					
					send_interface_toast = {
						title = bp2_yearly.6000.b.success
						left_icon = root
						right_icon = scope:hosted_child
						if = {
							limit = { has_lifestyle = martial_lifestyle }
							add_martial_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_lifestyle = intrigue_lifestyle }
							add_intrigue_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_royal_court = yes has_dlc_feature = royal_court }
							change_current_court_grandeur = medium_court_grandeur_gain
						}
						else = {
							add_prestige = medium_prestige_gain
						}
						scope:hosted_child = {
							add_martial_skill = 1
							add_intrigue_skill = 1
							add_diplomacy_skill = -1
						}
					}
				}
				50 = { #It doesn't go well
					desc = bp2_yearly.6000.b.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2
					}
					send_interface_toast = {
						title = bp2_yearly.6000.b.failure
						left_icon = root
						right_icon = scope:hosted_child
						progress_towards_rival_effect = {
							CHARACTER = scope:hosted_child
							OPINION = -30
							REASON = rival_enforced_cultural_norms
						}
					}
				}
			}
		}
		#bureaucratic education
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_bureaucratic
				}
			}
			duel = {
				skills = { martial stewardship }
				value = decent_skill_rating
				55 = { #It works well
					desc = bp2_yearly.6000.b.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2
						min = -54
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = harder_to_hybridize
								has_cultural_parameter = dislikes_marrying_outside_of_culture
							}
						}
						add = 20
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = life_is_a_joke_trait_same_culture_opinion
								has_cultural_parameter = cheaper_to_hybridize
							}
						}
						add = -20
					}
					
					send_interface_toast = {
						title = bp2_yearly.6000.b.success
						left_icon = root
						right_icon = scope:hosted_child
						scope:hosted_child = {
							add_martial_skill = 1
							add_stewardship_skill = 1
							add_learning_skill = -1
						}
						if = {
							limit = { has_lifestyle = martial_lifestyle }
							add_martial_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_lifestyle = stewardship_lifestyle }
							add_stewardship_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_royal_court = yes has_dlc_feature = royal_court }
							change_current_court_grandeur = medium_court_grandeur_gain
						}
						else = {
							add_prestige = medium_prestige_gain
						}
					}
				}
				45 = { #It doesn't go well
					desc = bp2_yearly.6000.b.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2
						min = -44
					}
					send_interface_toast = {
						title = bp2_yearly.6000.b.failure
						left_icon = root
						right_icon = scope:hosted_child
						progress_towards_rival_effect = {
							CHARACTER = scope:hosted_child
							OPINION = -30
							REASON = rival_enforced_cultural_norms
						}
					}
				}
			}
		}
		#communal education
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_communal
				}
			}
			duel = {
				skills = { stewardship intrigue }
				value = decent_skill_rating
				55 = { #It works well
					desc = bp2_yearly.6000.b.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2
						min = -54
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = harder_to_hybridize
								has_cultural_parameter = dislikes_marrying_outside_of_culture
							}
						}
						add = 20
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = life_is_a_joke_trait_same_culture_opinion
								has_cultural_parameter = cheaper_to_hybridize
							}
						}
						add = -20
					}
					
					send_interface_toast = {
						title = bp2_yearly.6000.b.success
						left_icon = root
						right_icon = scope:hosted_child
						scope:hosted_child = {
							add_intrigue_skill = 1
							add_stewardship_skill = 1
							add_prowess_skill = -2
						}
						if = {
							limit = { has_lifestyle = intrigue_lifestyle }
							add_intrigue_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_lifestyle = stewardship_lifestyle }
							add_stewardship_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_royal_court = yes has_dlc_feature = royal_court }
							change_current_court_grandeur = medium_court_grandeur_gain
						}
						else = {
							add_prestige = medium_prestige_gain
						}
					}
				}
				45 = { #It doesn't go well
					desc = bp2_yearly.6000.b.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2
						min = -44
					}
					send_interface_toast = {
						title = bp2_yearly.6000.b.failure
						left_icon = root
						right_icon = scope:hosted_child
						progress_towards_rival_effect = {
							CHARACTER = scope:hosted_child
							OPINION = -30
							REASON = rival_enforced_cultural_norms
						}
					}
				}
			}
		}
		#courtly education
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_courtly
				}
			}
			duel = {
				skills = { diplomacy learning }
				value = decent_skill_rating
				55 = { #It works well
					desc = bp2_yearly.6000.b.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2
						min = -54
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = harder_to_hybridize
								has_cultural_parameter = dislikes_marrying_outside_of_culture
							}
						}
						add = 20
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = life_is_a_joke_trait_same_culture_opinion
								has_cultural_parameter = cheaper_to_hybridize
							}
						}
						add = -20
					}
					
					send_interface_toast = {
						title = bp2_yearly.6000.b.success
						left_icon = root
						right_icon = scope:hosted_child
						scope:hosted_child = {
							add_diplomacy_skill = 1
							add_learning_skill = 1
							add_stewardship_skill = -1
						}
						if = {
							limit = { has_lifestyle = diplomacy_lifestyle }
							add_diplomacy_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_lifestyle = learning_lifestyle }
							add_learning_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_royal_court = yes has_dlc_feature = royal_court }
							change_current_court_grandeur = medium_court_grandeur_gain
						}
						else = {
							add_prestige = medium_prestige_gain
						}
					}
				}
				45 = { #It doesn't go well
					desc = bp2_yearly.6000.b.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2
						min = -44
					}
					send_interface_toast = {
						title = bp2_yearly.6000.b.failure
						left_icon = root
						right_icon = scope:hosted_child
						progress_towards_rival_effect = {
							CHARACTER = scope:hosted_child
							OPINION = -30
							REASON = rival_enforced_cultural_norms
						}
					}
				}
			}
		}
		#egalitarian education
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_egalitarian
				}
			}
			duel = {
				skills = { diplomacy stewardship }
				value = decent_skill_rating
				55 = { #It works well
					desc = bp2_yearly.6000.b.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2
						min = -54
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = harder_to_hybridize
								has_cultural_parameter = dislikes_marrying_outside_of_culture
							}
						}
						add = 20
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = life_is_a_joke_trait_same_culture_opinion
								has_cultural_parameter = cheaper_to_hybridize
							}
						}
						add = -20
					}
					
					send_interface_toast = {
						title = bp2_yearly.6000.b.success
						left_icon = root
						right_icon = scope:hosted_child
						scope:hosted_child = {
							add_diplomacy_skill = 1
							add_stewardship_skill = 1
							add_martial_skill = -1
						}
						if = {
							limit = { has_lifestyle = diplomacy_lifestyle }
							add_diplomacy_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_lifestyle = stewardship_lifestyle }
							add_stewardship_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_royal_court = yes has_dlc_feature = royal_court }
							change_current_court_grandeur = medium_court_grandeur_gain
						}
						else = {
							add_prestige = medium_prestige_gain
						}
					}
				}
				45 = { #It doesn't go well
					desc = bp2_yearly.6000.b.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2
						min = -44
					}
					send_interface_toast = {
						title = bp2_yearly.6000.b.failure
						left_icon = root
						right_icon = scope:hosted_child
						progress_towards_rival_effect = {
							CHARACTER = scope:hosted_child
							OPINION = -30
							REASON = rival_enforced_cultural_norms
						}
					}
				}
			}
		}
		#spiritual education
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_spiritual
				}
			}
			duel = {
				skills = { learning stewardship }
				value = decent_skill_rating
				55 = { #It works well
					desc = bp2_yearly.6000.b.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2
						min = -54
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = harder_to_hybridize
								has_cultural_parameter = dislikes_marrying_outside_of_culture
							}
						}
						add = 20
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = life_is_a_joke_trait_same_culture_opinion
								has_cultural_parameter = cheaper_to_hybridize
							}
						}
						add = -20
					}
					
					send_interface_toast = {
						title = bp2_yearly.6000.b.success
						left_icon = root
						right_icon = scope:hosted_child
						scope:hosted_child = {
							add_learning_skill = 1
							add_stewardship_skill = 1
							add_stress = medium_stress_impact_gain
						}
						if = {
							limit = { has_lifestyle = learning_lifestyle }
							add_learning_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_lifestyle = stewardship_lifestyle }
							add_stewardship_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_royal_court = yes has_dlc_feature = royal_court }
							change_current_court_grandeur = medium_court_grandeur_gain
						}
						else = {
							add_prestige = medium_prestige_gain
						}
					}
				}
				45 = { #It doesn't go well
					desc = bp2_yearly.6000.b.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2
						min = -44
					}
					send_interface_toast = {
						title = bp2_yearly.6000.b.failure
						left_icon = root
						right_icon = scope:hosted_child
						progress_towards_rival_effect = {
							CHARACTER = scope:hosted_child
							OPINION = -30
							REASON = rival_enforced_cultural_norms
						}
					}
				}
			}
		}
		#stoic education
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_stoic
				}
			}
			duel = {
				skills = { diplomacy martial }
				value = decent_skill_rating
				55 = { #It works well
					desc = bp2_yearly.6000.b.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2
						min = -54
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = harder_to_hybridize
								has_cultural_parameter = dislikes_marrying_outside_of_culture
							}
						}
						add = 20
					}
					modifier = {
						culture = {
							OR = {
								has_cultural_parameter = life_is_a_joke_trait_same_culture_opinion
								has_cultural_parameter = cheaper_to_hybridize
							}
						}
						add = -20
					}
					
					send_interface_toast = {
						title = bp2_yearly.6000.b.success
						left_icon = root
						right_icon = scope:hosted_child
						scope:hosted_child = {
							add_diplomacy_skill = 1
							add_martial_skill = 1
							add_intrigue_skill = -1
						}
						if = {
							limit = { has_lifestyle = diplomacy_lifestyle }
							add_diplomacy_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_lifestyle = martial_lifestyle }
							add_martial_lifestyle_xp = medium_lifestyle_xp
						}
						else_if = {
							limit = { has_royal_court = yes has_dlc_feature = royal_court }
							change_current_court_grandeur = medium_court_grandeur_gain
						}
						else = {
							add_prestige = medium_prestige_gain
						}
					}
				}
				45 = { #It doesn't go well
					desc = bp2_yearly.6000.b.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2
						min = -44
					}
					send_interface_toast = {
						title = bp2_yearly.6000.b.failure
						left_icon = root
						right_icon = scope:hosted_child
						progress_towards_rival_effect = {
							CHARACTER = scope:hosted_child
							OPINION = -30
							REASON = rival_enforced_cultural_norms
						}
					}
				}
			}
		}

		if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_bellicose
				}
			}
			 stress_impact = {
				eccentric = medium_stress_impact_gain
				craven = minor_stress_impact_gain
				humble = minor_stress_impact_gain
				content = minor_stress_impact_gain
				forgiving = minor_stress_impact_gain
				compassionate = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_bureaucratic
				}
			}
			 stress_impact = {
				eccentric = medium_stress_impact_gain
				arbitrary = minor_stress_impact_gain
				fickle = minor_stress_impact_gain
				impatient = minor_stress_impact_gain
				lazy = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_communal
				}
			}
			 stress_impact = {
				eccentric = medium_stress_impact_gain
				forgiving = minor_stress_impact_gain
				arrogant = minor_stress_impact_gain
				fickle = minor_stress_impact_gain
				ambitious = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_courtly
				}
			}
			 stress_impact = {
				eccentric = medium_stress_impact_gain
				shy = medium_stress_impact_gain
				wrathful = minor_stress_impact_gain
				stubborn = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_egalitarian
				}
			}
			 stress_impact = {
				eccentric = medium_stress_impact_gain
				sadistic = minor_stress_impact_gain
				callous = minor_stress_impact_gain
				paranoid = minor_stress_impact_gain
				zealous = minor_stress_impact_gain
				arrogant = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_spiritual
				}
			}
			 stress_impact = {
				eccentric = medium_stress_impact_gain
				cynical = medium_stress_impact_gain
				impatient = minor_stress_impact_gain
				fickle = minor_stress_impact_gain
				arbitrary = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_stoic
				}
			}
			 stress_impact = {
				eccentric = medium_stress_impact_gain
				callous = minor_stress_impact_gain
				fickle = minor_stress_impact_gain
				craven = minor_stress_impact_gain
				arbitrary = minor_stress_impact_gain
				ambitious = minor_stress_impact_gain
			}
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1
				ai_zeal = 1
			}
			modifier = {
				add = -50
				OR = {
					AND = {
						culture = {
							has_cultural_pillar = ethos_bellicose
						}
						OR = {
							martial < 9
							intrigue < 9
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_bureaucratic
						}
						OR = {
							stewardship < 9
							martial < 9
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_communal
						}
						OR = {
							stewardship < 9
							intrigue < 9
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_courtly
						}
						OR = {
							diplomacy < 9
							learning < 9
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_egalitarian
						}
						OR = {
							diplomacy < 9
							stewardship < 9
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_spiritual
						}
						OR = {
							learning < 9
							stewardship < 9
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_stoic
						}
						OR = {
							martial < 9
							diplomacy < 9
						}
					}
				}
			}
			modifier = {
				factor = 0

				OR = {
					has_trait = eccentric
					AND = {
						culture = {
							has_cultural_pillar = ethos_bellicose
						}
						OR = {
							has_trait = craven
							has_trait = humble
							has_trait = content
							martial < 6
							intrigue < 6
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_bureaucratic
						}
						OR = {
							has_trait = arbitrary
							has_trait = fickle
							has_trait = impatient
							stewardship < 6
							martial < 6
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_communal
						}
						OR = {
							has_trait = forgiving
							has_trait = arrogant
							has_trait = fickle
							stewardship < 6
							intrigue < 6
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_courtly
						}
						OR = {
							has_trait = shy
							has_trait = wrathful
							diplomacy < 6
							learning < 6
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_egalitarian
						}
						OR = {
							has_trait = sadistic
							has_trait = callous
							has_trait = paranoid
							diplomacy < 6
							stewardship < 6
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_spiritual
						}
						OR = {
							has_trait = cynical
							has_trait = impatient
							learning < 6
							stewardship < 6
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_stoic
						}
						OR = {
							has_trait = callous
							has_trait = fickle
							has_trait = craven
							martial < 6
							diplomacy < 6
						}
					}
				}
			}
		}
	}
	# IDGAF about being Italian my man
	option = {
		name = bp2_yearly.6000.c
		
		progress_towards_friend_effect = {
			CHARACTER = scope:hosted_child
			OPINION = 20
			REASON = friend_mutual_disinterest_in_tradition
		}
		scope:tutor = {
			add_opinion = {
				target = root
				modifier = angry_opinion
				opinion = -20
			}
		}
		
		if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_bellicose
				}
			}
			 stress_impact = {
				eccentric = miniscule_stress_impact_loss
				loyal = medium_stress_impact_gain
				arrogant = minor_stress_impact_gain
				ambitious = medium_stress_impact_gain
				vengeful = minor_stress_impact_gain
				sadistic = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_bureaucratic
				}
			}
			 stress_impact = {
				eccentric = miniscule_stress_impact_loss
				loyal = medium_stress_impact_gain
				just = medium_stress_impact_gain
				patient = minor_stress_impact_gain
				diligent = medium_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_communal
				}
			}
			 stress_impact = {
				eccentric = miniscule_stress_impact_loss
				loyal = major_stress_impact_gain
				vengeful = medium_stress_impact_gain
				humble = minor_stress_impact_gain
				just = minor_stress_impact_gain
				trusting = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_courtly
				}
			}
			 stress_impact = {
				eccentric = miniscule_stress_impact_loss
				loyal = medium_stress_impact_gain
				gregarious = medium_stress_impact_gain
				arrogant = minor_stress_impact_gain
				patient = minor_stress_impact_gain
				diligent = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_egalitarian
				}
			}
			 stress_impact = {
				eccentric = miniscule_stress_impact_loss
				loyal = medium_stress_impact_gain
				compassionate = minor_stress_impact_gain
				trusting = medium_stress_impact_gain
				generous = minor_stress_impact_gain
				humble = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_spiritual
				}
			}
			 stress_impact = {
				eccentric = miniscule_stress_impact_loss
				zealous = medium_stress_impact_gain
				loyal = medium_stress_impact_gain
				patient = minor_stress_impact_gain
				just = minor_stress_impact_gain
				paranoid = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_stoic
				}
			}
			 stress_impact = {
				eccentric = miniscule_stress_impact_loss
				loyal = medium_stress_impact_gain
				compassionate = minor_stress_impact_gain
				brave = minor_stress_impact_gain
				just = medium_stress_impact_gain
			}
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_sociability = -1
				ai_energy = -1
			}
			modifier = {
				factor = 0

				OR = {
					has_trait = loyal
					AND = {
						culture = {
							has_cultural_pillar = ethos_bellicose
						}
						OR = {
							has_trait = arrogant
							has_trait = ambitious
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_bureaucratic
						}
						OR = {
							has_trait = just
							has_trait = diligent
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_communal
						}
						OR = {
							has_trait = vengeful
							has_trait = humble
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_courtly
						}
						has_trait = gregarious
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_egalitarian
						}
						OR = {
							has_trait = compassionate
							has_trait = trusting
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_spiritual
						}
						OR = {
							has_trait = zealous
							has_trait = patient
						}
					}
					AND = {
						culture = {
							has_cultural_pillar = ethos_stoic
						}
						OR = {
							has_trait = brave
							has_trait = just
						}
					}
				}
			}
		}
	}
}

bp2_yearly.6001 = {
	type = letter_event
	opening = bp2_yearly.6001.opening
	desc = {
		desc = bp2_yearly.6001.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_bellicose
					}
				}
				desc = bp2_yearly.6001.desc.insult.bellicose
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_bureaucratic
					}
				}
				desc = bp2_yearly.6001.desc.insult_bureaucratic
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_communal
					}
				}
				desc = bp2_yearly.6001.desc.insult.communal
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_courtly
					}
				}
				desc = bp2_yearly.6001.desc.insult.courtly
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_egalitarian
					}
				}
				desc = bp2_yearly.6001.desc.insult.egalitarian
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_spiritual
					}
				}
				desc = bp2_yearly.6001.desc.insult.spiritual
			}
			triggered_desc = {
				trigger = {
					culture = {
						has_cultural_pillar = ethos_stoic
					}
				}
				desc = bp2_yearly.6001.desc.insult.stoic
			}
		}
		desc = bp2_yearly.6001.desc.outro
	} 
	sender = scope:childs_host


	option = {
		name = bp2_yearly.6001.a
		flavor = bp2_yearly.6001.a.tt
		add_character_modifier = {
			modifier = enforcing_cultural_values_modifier
			years = 10
		}
		stress_impact = {
			base = minor_stress_impact_gain
			arrogant = major_stress_impact_gain
			wrathful = medium_stress_impact_gain
			vengeful = major_stress_impact_gain
			stubborn = medium_stress_impact_gain
			calm = minor_stress_impact_gain
			content = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_vengefulness = -1
				ai_rationality = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = wrathful
					has_trait = vengeful
					has_trait = stubborn
				}
			}
		}
	}
	option = {
		name = bp2_yearly.6001.b
		flavor = bp2_yearly.6001.b.tt
		if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_bellicose
				}
			}
			add_character_modifier = {
				modifier = rejecting_bellicose_ways_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_bureaucratic
				}
			}
			add_character_modifier = {
				modifier = rejecting_bureaucratic_ways_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_communal
				}
			}
			add_character_modifier = {
				modifier = rejecting_communal_ways_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_courtly
				}
			}
			add_character_modifier = {
				modifier = rejecting_courtly_ways_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_egalitarian
				}
			}
			add_character_modifier = {
				modifier = rejecting_egalitarian_ways_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_spiritual
				}
			}
			add_character_modifier = {
				modifier = rejecting_spiritual_ways_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				culture = {
					has_cultural_pillar = ethos_stoic
				}
			}
			add_character_modifier = {
				modifier = rejecting_stoic_ways_modifier
				years = 10
			}
		}

		stress_impact = {
			paranoid = medium_stress_impact_gain
			humble = medium_stress_impact_gain
			trusting = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			
			ai_value_modifier = {
				ai_vengefulness = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = humble
				}
			}
		}
	}
}

#####################################
# No Man Imprisoned					#
# by Jason Cantalini				#
# 6010							 	#
#####################################

scripted_trigger 6010_eligible_hostage_trigger = {
	home_court ?= {
		is_ai = yes
	}
	is_hostage = yes
	opinion = {
		target = root
		value <= 0
	}
	age > 9
	NOR = {
		is_in_prison_type = dungeon
		has_trait = shy
		has_trait = content
		has_trait = humble
	}
}

scripted_trigger 6010_eligible_foreign_ward_trigger = {
	liege ?= {
		is_ai = yes
		NOT = { this = root }
	}
	has_relation_ward = root
	opinion = {
		target = root
		value <= 0
	}
	age > 9
	NOR = {
		is_in_prison_type = dungeon
		is_close_family_of = root
		has_trait = shy
		has_trait = humble
		has_trait = content
	}
}

bp2_yearly.6010 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6010.t
	override_background = {
		reference = garden
	}
	desc = {
		desc = bp2_yearly.6010.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:sad_boi = {
						is_adult = yes
					}
				}
				desc = bp2_yearly.6010.adult
			}
			triggered_desc = {
				trigger = {
					scope:sad_boi = {
						is_adult = no
					}
				}
				desc = bp2_yearly.6010.child
			}
		}
		desc = bp2_yearly.6010.outro
	} 
	theme = hostage
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = greedy
					has_trait = avaricious
					has_trait = deceitful
					has_trait = callous
					has_trait = sadistic
					has_trait = schemer
					has_trait = vengeful
				}
				NOR = {
					has_trait = compassionate
					has_trait = generous
					has_trait = improvident
				}
			}
			animation = stunned
		}
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = compassionate
					has_trait = generous
					has_trait = improvident
				}
			}
			animation = personality_content
		}
	   camera = camera_event_very_left
	}
	right_portrait = {
		character = scope:sad_boi
		override_imprisonment_visuals = yes
		animation = crying
	}

	cooldown = { years = 10 }

	trigger = {
		has_bp2_dlc_trigger = yes
		#Standard checks
		is_available_adult = yes
		#Do you have a hostage or ward from another court?
		OR = {
			any_warden_hostage = { 6010_eligible_hostage_trigger = yes }
			any_foreign_court_guest = { 6010_eligible_foreign_ward_trigger = yes }
		}
	}
	immediate = {
		play_music_cue = mx_cue_seduction
		if = {
			limit = {
				any_warden_hostage = { 6010_eligible_hostage_trigger = yes }
			}
			random_warden_hostage = {
				limit = { 6010_eligible_hostage_trigger = yes }
				save_scope_as = sad_boi
				add_character_flag = sad_hostage
				home_court = {
					save_scope_as = home_court_liege
				}
			}
		}
		else = {
			random_foreign_court_guest = {
				limit = { 6010_eligible_foreign_ward_trigger = yes }
				save_scope_as = sad_boi
				add_character_flag = sad_ward
				liege = {
					save_scope_as = home_court_liege
				}
			}
		}
		
	}
	# help him get money sent... and take it yourself
	option = {
		trigger = {
			OR = {
				has_trait = greedy
				has_trait = avaricious
				has_trait = deceitful
				has_trait = callous
				has_trait = sadistic
				has_trait = schemer
				has_trait = vengeful
			}
			NOR = {
				has_trait = compassionate
				has_trait = generous
				has_trait = improvident
			}
			scope:home_court_liege = {
				can_make_expensive_purchase_trigger = {
					PRICE = scope:home_court_liege.medium_gold_value
				}
				is_ai = yes
			}
		}

		name = bp2_yearly.6010.a
		flavor = bp2_yearly.6010.a.tt

		scope:home_court_liege = {
			pay_short_term_gold = {
				target = root
				gold = medium_gold_value
			}
			add_opinion = {
				target = root
				opinion = -25
				modifier = angry_opinion
			}
		}
		progress_towards_rival_effect = {
			REASON = rival_stole_gifts_from_hostage
			CHARACTER = scope:sad_boi
			OPINION = -40
		}

		random = {
		   chance = 50
			scope:sad_boi = {
				add_trait = depressed_1
			}
		}

		if = {
			limit = {
				scope:sad_boi = {
					is_adult = no
				}
			}
			scope:sad_boi = {
				create_character_memory = {
					type = host_stole_aid
					participants = {
						court_owner = root
					}
				}
			}
		}

		stress_impact = {
			greedy = minor_stress_impact_loss
			honest = major_stress_impact_gain
			just = medium_stress_impact_gain
			forgiving = minor_stress_impact_gain
			loyal = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
				ai_honor = -1
				ai_vengefulness = 1
			}
			 modifier = {
				factor = 0
				OR = {
					has_trait = greedy
					has_trait = honest
					has_trait = forgiving
					has_trait = just
					has_trait = loyal
				}
			}
		}
	}
	# awww what can I do to make this life better for you???
	option = {
		trigger = {
			OR = {
				has_trait = compassionate
				has_trait = generous
				has_trait = improvident
			}
		}
		name = bp2_yearly.6010.b
		flavor = bp2_yearly.6010.b.tt

		progress_towards_friend_effect = {
			REASON = friend_provided_for_hostage
			CHARACTER = scope:sad_boi
			OPINION = 60
		}
		remove_short_term_gold = minor_gold_value

		if = {
			limit = {
				has_royal_court = yes
				has_dlc_feature = royal_court
			}
			change_current_court_grandeur = medium_court_grandeur_gain
		}
		else = {
			every_courtier = {
				custom = custom.every_courtier
				add_opinion = {
					target = root
					modifier = admiration_opinion
					opinion = 10
				}
			}
		}

		if = {
			limit = {
				scope:sad_boi = {
					is_adult = no
				}
			}
			scope:sad_boi = {
				create_character_memory = {
					type = cared_for_by_host
					participants = {
						court_owner = root
					}
				}
			}
		}

		#miiight still become a poet
		random = {
		   chance = {
				value = 20
				if = {
					limit = {
						scope:sad_boi = { is_adult = yes }
					}
					add = 20
				}
				if = {
					limit = {
						scope:sad_boi = { diplomacy > medium_skill_rating }
					}
					add = 40
				}
				if = {
					limit = {
						scope:sad_boi = { has_focus = education_diplomacy }
					}
					add = 30
				}
			}
			scope:sad_boi = {
				add_trait = poet
			}
		}

		#fix depression if he has it
		if = {
			limit = {
				scope:sad_boi = {
					has_trait = depressed_1
				}
			}
			random = {
			   chance = 20
				scope:sad_boi = {
					remove_trait = depressed_1
				}
			}
		}
		

		stress_impact = {
			improvident = minor_stress_impact_loss
			sadistic = medium_stress_impact_gain
			callous = medium_stress_impact_gain
			vengeful = medium_stress_impact_gain
			greedy = medium_stress_impact_gain
			arrogant = medium_stress_impact_gain
			just = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1
				ai_greed = -1
			}
			 modifier = {
				factor = 0
				OR = {
					has_trait = sadistic
					has_trait = callous
					has_trait = vengeful
					has_trait = greedy
					has_trait = arrogant
					has_trait = just
				}
			}
		}
	}
   
	# the sad boi should face hardships with some dang dignity and strength
	option = {
		name = bp2_yearly.6010.c
		flavor = bp2_yearly.6010.c.tt

		duel = {
			skills = { learning diplomacy }
			value = mediocre_skill_rating
			70 = { #It works well
				desc = bp2_yearly.6010.c.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 2
				}
				modifier = {
					scope:sad_boi = {
						OR = {
							has_trait = just
							has_trait = pensive
							has_trait = forgiving
							has_trait = trusting
							has_trait = loyal
						}
					}
					add = 30
				}
				
				send_interface_toast = {
					title = bp2_yearly.6010.c.success
					left_icon = root
					right_icon = scope:sad_boi
					scope:sad_boi = {
						add_opinion = {
							target = root
							opinion = 25
							modifier = impressed_opinion
						}
					}
					if = {
						limit = {
							scope:sad_boi = {
								is_adult = no
							}
						}
						custom_tooltip = bp2_yearly.6010.c.tt_education
						hidden_effect = {
							education_point_acquisition_effect = yes
						}
					}
					else = {
						scope:sad_boi = {
							add_trait = loyal
						}
					}
					stress_impact = {
						base = minor_stress_impact_loss
					}

				}
			}
			30 = { #It doesn't go well
				desc = bp2_yearly.6010.c.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -2
				}
				modifier = {
					scope:sad_boi = {
						OR = {
							has_trait = arbitrary
							has_trait = bossy
							has_trait = arrogant
							has_trait = cynical
							has_trait = stubborn
							has_trait = disloyal
						}
					}
					add = 30
				}
				send_interface_toast = {
					title = bp2_yearly.6010.c.failure
					left_icon = root
					right_icon = scope:sad_boi
					scope:sad_boi = {
						add_opinion = {
							target = root
							opinion = -25
							modifier = angry_opinion
						}
					}
					scope:sad_boi = {
						add_stress = minor_stress_impact_gain
					}
					scope:sad_boi = {
						 add_trait = depressed_1
					}
				}
			}
		}

		stress_impact = {
			lazy = medium_stress_impact_gain
			humble = minor_stress_impact_gain
			depressed_genetic = minor_stress_impact_gain
			depressed_1 = minor_stress_impact_gain
			arbitrary = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
				ai_honor = 1
				ai_energy = 1
			}
			 modifier = {
				factor = 0
				OR = {
					has_trait = lazy
					has_trait = humble
					has_trait = depressed_genetic
					has_trait = depressed_1
					diplomacy < 4
					learning < 4
					AND = {
						diplomacy < 8
						learning < 8
					}
					AND = {
						diplomacy < 4
						learning < 14
					}
					AND = {
						diplomacy < 4
						learning < 14
					}
				}
				
			}
		}
	}
	 # This is... surprisingly lovely
	option = {
		name = bp2_yearly.6010.d
		flavor = bp2_yearly.6010.d.tt

		scope:sad_boi = {
			add_opinion = {
				target = root
				opinion = 40
				modifier = grateful_opinion
			}
		}

		scope:home_court_liege = {
			add_opinion = {
				target = root
				opinion = -10
				modifier = annoyed_opinion
			}
		}

		if = {
			limit = {
				scope:home_court_liege = {
					can_make_expensive_purchase_trigger = {
						PRICE =  scope:home_court_liege.minor_gold_value
					}
					is_ai = yes
				}
			}
			scope:home_court_liege = {
				pay_short_term_gold = {
					target = scope:sad_boi
					gold = minor_gold_value
				}
			}
		}

		
		if = {
			limit = {
				OR = {
					scope:sad_boi = { diplomacy > medium_skill_rating }
					scope:sad_boi = { has_focus = education_diplomacy }
				}
			}
			scope:sad_boi = {
				add_trait = poet
				create_character_memory = {
					type = became_homesick_poet
					participants = {
						court_owner = root
					}
				}
			}
		}
		else = {
			random = {
			   chance = {
					value = 20
					if = {
						limit = {
							scope:sad_boi = { is_adult = yes }
						}
						add = 30
					}
				}
				scope:sad_boi = {
					add_trait = poet
					create_character_memory = {
						type = became_homesick_poet
						participants = {
							court_owner = root
						}
					}
				}
				
			}
		}

		random = {
		   chance = 10
			scope:sad_boi = {
				add_trait = depressed_1
			}
		}

		stress_impact = {
			poet = minor_stress_impact_loss
			depressed_1 = minor_stress_impact_loss
			depressed_genetic = minor_stress_impact_loss
			vengeful = medium_stress_impact_gain
			callous = medium_stress_impact_gain
			arrogant = medium_stress_impact_gain
			paranoid = minor_stress_impact_gain
			just = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_sociability = 1
				ai_compassion = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = vengeful
					has_trait = callous
					has_trait = arrogant
					has_trait = paranoid
				}
			}
		}
	}
	after = {
	   if = {
			limit = {
				scope:sad_boi = {
					has_character_flag = sad_hostage
				}
			}
		}
		scope:sad_boi = {
			remove_character_flag = sad_hostage
		}
		if = {
			limit = {
				scope:sad_boi = {
					has_character_flag = sad_ward
				}
			}
		}
		scope:sad_boi = {
			remove_character_flag = sad_ward
		}
	}
}

#####################################
# Children Say Such Funny Things	#
# by Jason Cantalini				#
# 60020								#
#####################################

scripted_trigger bp2_yearly_6020_snitch = {
	age > 4
	age < root.age
	is_adult = no
	NOR = {
		has_trait = loyal
		has_trait = paranoid
		has_trait = shrewd
		has_trait = shy
	}
	opinion = {
		target = root
		value > -50
	}
	home_court ?= {
		OR = {
			has_any_secrets = yes
			any_courtier = {
				is_close_family_of = liege
				has_any_secrets = yes
			}
			any_spouse = {
				has_any_secrets = yes
			}
		}
	}
}

bp2_yearly.6020 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6020.t
	override_background = {
		reference = garden
	}
	desc = {
		desc = bp2_yearly.6020.desc 		
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:snitch = {
						age <= 10
					}
				}
				desc = bp2_yearly.6020.child
			}
			desc = bp2_yearly.6020.youth
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:snitch.home_court = {
						is_close_family_of = scope:snitch
					}
				}
				desc = bp2_yearly.6020.family
			}
			desc = bp2_yearly.6020.liege
		}
	}
	theme = hostage
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = arbitrary
					has_trait = callous
					has_trait = deceitful
					has_trait = sadistic
					has_trait = torturer
					has_trait = schemer
					has_trait = vengeful
				}
			}
			animation = scheme
		}
		triggered_animation = {
			trigger = {
				NOR = {
					has_trait = arbitrary
					has_trait = callous
					has_trait = deceitful
					has_trait = sadistic
					has_trait = torturer
					has_trait = schemer
					has_trait = vengeful
				}
			}
			animation = throne_room_conversation_4
		}
	   
	}
	right_portrait = {
		character = scope:snitch
		animation = happiness
	}

	lower_right_portrait = {
		character = scope:snitch.home_court
	}

	cooldown = { years = 10 }

	trigger = {
		has_bp2_dlc_trigger = yes
		#Standard checks
		is_available = yes
		age > 10
		#Do you have a hostage from another court?
		any_warden_hostage = {
			bp2_yearly_6020_snitch = yes
		}
	}
	immediate = {
		random_warden_hostage = {
			limit = {
				bp2_yearly_6020_snitch = yes
			}
			save_scope_as = snitch
		}
		random_list = {
			10 = {
				trigger = {
					scope:snitch.home_court = {
						has_any_secrets = yes
					}
				}
				scope:snitch.home_court = {
					save_scope_as = no_no_doer
				}
			}
			10 = {
				trigger = {
					scope:snitch.home_court = {
						any_close_family_member = {
							has_any_secrets = yes
							is_courtier_of = scope:snitch.home_court
						}
					}
				}
				scope:snitch.home_court = {
					random_close_family_member = {
						limit = {
							has_any_secrets = yes
							is_courtier_of = scope:snitch.home_court
						}
						save_scope_as = no_no_doer
					}
				}
			}
			10 = {
				trigger = {
					scope:snitch.home_court = {
						any_spouse = {
							has_any_secrets = yes
						}
					}
				}
				scope:snitch.home_court = {
					random_spouse = {
						limit = {
							has_any_secrets = yes
						}
						save_scope_as = no_no_doer
					}
				}
			}
		}
	}
	# I MUST KNOW
	option = {
		name = bp2_yearly.6020.a
		if = {
			limit = {
				has_character_modifier = honorable_warden_modifier
			}
			add_tyranny = medium_tyranny_gain
		}
		if = {
			limit = {
				scope:snitch = {
					opinion = {
						target = root
						value > 90
					}
				}
			}
			show_as_tooltip = {
				if = {
					limit = {
						scope:no_no_doer = {
							is_close_family_of = scope:snitch
						}
					}
					custom_tooltip = bp2_yearly.6020.a.secret
				}
				else = {
					custom_tooltip = bp2_yearly.6020.a.non_family_secret
				}
				scope:snitch = {
					add_intrigue_skill = 1
				}
			}
			hidden_effect = {
				send_interface_toast = {
					title = bp2_yearly.6020.a.success
					left_icon = root
					right_icon = scope:snitch
					scope:no_no_doer = {
						random_secret = {
							reveal_to = root
						}
					}
					scope:snitch = {
						add_intrigue_skill = 1
					}
				}
			}
		}
		else = {
			duel = {
				skill = intrigue
				value = medium_skill_rating
				55 = { #You learn a juicy secret
					desc = bp2_yearly.6020.a.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 2
					}
					modifier = {
						scope:snitch = {
							opinion = {
								target = root
								value >= 50
							}
						}
						add = 35
					}
					modifier = {
						scope:snitch = {
							opinion = {
								target = root
								value >= 0
							}
						}
						add = 35
					}
					show_as_tooltip = {
						if = {
							limit = {
								scope:no_no_doer = {
									is_close_family_of = scope:snitch
								}
							}
							custom_tooltip = bp2_yearly.6020.a.secret
						}
						else = {
							custom_tooltip = bp2_yearly.6020.a.non_family_secret
						}
					}
					hidden_effect = {
						send_interface_toast = {
							title = bp2_yearly.6020.a.success
							left_icon = root
							right_icon = scope:snitch
							
							hidden_effect = {
								scope:no_no_doer = {
									random_secret = {
										reveal_to = root
									}
								}
							}
							scope:snitch = {
								add_intrigue_skill = 1
							}
						}
					}
				}
				45 = { #The "secret" is just foolish kid stuff
					desc = bp2_yearly.6020.a.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -2
					}
					modifier = {
						scope:snitch = {
							opinion = {
								target = root
								value <= -30
							}
						}
						add = 35
					}
					modifier = {
						scope:snitch = {
							opinion = {
								target = root
								value < 0
							}
						}
						add = 35
					}
					send_interface_toast = {
						title = bp2_yearly.6020.a.failure
						left_icon = root
						right_icon = scope:snitch
						custom_tooltip = bp2_yearly.6020.a.no_secret
						if = {
							limit = {
								scope:snitch = {
									age > 6
									NOR = {
										has_trait = loyal
										has_trait = honest
										has_trait = just
										has_trait = compassionate
										has_trait = trusting
										has_trait = generous
										has_trait = forgiving
										has_trait = content
										has_trait = humble
									}
								}
							}
							scope:snitch = {
								add_trait = disloyal
							}
						}
					}
				}
			}
		}
		stress_impact = {
			just = minor_stress_impact_gain
			forgiving = miniscule_stress_impact_gain
			honest = minor_stress_impact_gain
			trusting = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = -1
				ai_vengefulness = 1
				ai_sociability = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = just
					has_trait = honest
					has_character_modifier = honorable_warden_modifier
				}
			}
		}
	}
	 # Teach the kid the value of discrection... might come in handy later
	option = {
		name = bp2_yearly.6020.b
		flavor = bp2_yearly.6020.b.tt

		custom_tooltip = bp2_yearly.6020.b.discretion
		scope:snitch = {
			create_character_memory = {
				type = hostage_taught_discretion
				participants = {
					hostage_owner = root
				}
			}
		}
		if = {
			limit = {
				scope:snitch.faith = {
					trait_is_virtue = honest
				}
			}
			add_piety = miniscule_piety_gain
			scope:snitch = {
				add_piety = minor_piety_gain
			}
		}
		if = {
			limit = {
				scope:snitch = {
					NOR = {
						has_trait = deceitful
						has_trait = arbitrary
						has_trait = sadistic
					}
				}
			}
			scope:snitch = {
				add_opinion = {
					target = root
					modifier = respect_opinion
					opinion = 10
				}
			}
		}
		if = {
			limit = {
				scope:snitch = {
					age > 6
					NOR = {
						has_trait = disloyal
						has_trait = deceitful
						has_trait = arbitrary
						has_trait = sadistic
						has_trait = callous
						has_trait = greedy
						has_trait = vengeful
						has_trait = ambitious
						has_trait = arrogant
					}
				}
			}
			random = {
				chance = 50
				scope:snitch = {
					add_trait = loyal
				}
			}
		}
		
		stress_impact = {
			arbitrary = minor_stress_impact_gain
			deceitful = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
			greedy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = 1
				ai_vengefulness = -1
				ai_sociability = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = arbitrary
					has_trait = deceitful
					has_trait = ambitious
				}
			}
		}
	}
}

#####################################
# Eyes of the Family				#
# by Jason Cantalini				#
# 6030							 	#
#####################################

scripted_trigger bp2_yearly_6030_willing_snitch_trigger = {
	opinion = {
		target = scope:warden
		value <= 50
	}
	OR = {
		intrigue >= decent_skill_rating
		has_trait = vengeful
		has_trait = sadistic
		has_trait = callous
		has_trait = arbitrary
		has_trait = disloyal
		opinion = {
			target = scope:warden
			value <= -50
		}
	}
	NOR = {
		has_trait = loyal
		any_memory = {
			has_memory_type = hostage_taught_discretion
		}
	}
}

scripted_trigger bp2_yearly_6030_potential_snitch_trigger = {
	is_available = yes
	is_imprisoned = no
	is_ai = yes
	is_courtier_of = root
	house = liege.house
	age > 11
}


bp2_yearly.6030 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6030.t
	override_background = {
		reference = ep2_hunt_foggy_forest
	}
	desc = {
		desc = bp2_yearly.6030.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:snitch = {
						any_memory = {
							has_memory_type = hostage_taught_discretion
						}
					}
				}
				desc = bp2_yearly.6030.hostage_reticent
			}
			triggered_desc = {
				trigger = {
					scope:snitch = {
						NOT = {
							any_memory = {
								has_memory_type = hostage_taught_discretion
							}
						}
					}
				}
				desc = bp2_yearly.6030.hostage_normal
			}
		}
	}
	theme = hostage
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				ai_compassion <= low_negative_ai_value
			}
			animation = personality_cynical
		}
		triggered_animation = {
			trigger = {
				ai_compassion > low_negative_ai_value
			}
			animation = personality_rational
		}
	}
	right_portrait = {
		character = scope:snitch
		triggered_animation = {
			trigger = {
				bp2_yearly_6030_willing_snitch_trigger = yes
			}
			animation = personality_callous
		}
		triggered_animation = {
			trigger = {
				bp2_yearly_6030_willing_snitch_trigger = no
			}
			animation = personality_coward
		}
	}
	lower_right_portrait = {
		character = scope:warden
	}

	cooldown = { years = 5 }

	trigger = {
		has_bp2_dlc_trigger = yes
		exists = scope:warden
		exists = scope:hostage
		basic_is_valid_for_yearly_events_trigger = yes
		NOR = {
			has_trait = trusting
			has_trait = honest
		}
		#Do you have a former hostage who just returned with a secret?
		scope:hostage = {
			bp2_yearly_6030_potential_snitch_trigger = yes
		}
		#Is their former warden still a living ruler?
		scope:warden ?= {
			is_alive = yes
			is_landed_or_landless_administrative = yes
		}
		exists = scope:wardens_court_secret
	}
	immediate = {
		scope:hostage = {
			save_scope_as = snitch
		}
	}
	# Use your cunning to draw a secret out
	option = {
		name = bp2_yearly.6030.a

		if = {
			limit = {
				has_character_modifier = honorable_warden_modifier
			}
			add_tyranny = medium_tyranny_gain
		}
		duel = {
			skill = intrigue
			target = scope:snitch
			55 = { #You MIGHT learn a juicy secret
				desc = bp2_yearly.6030.a.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3
				}
				modifier = {
					add = 20
					scope:snitch = {
						bp2_yearly_6030_willing_snitch_trigger = yes
					}
				}
				show_as_tooltip = {
					custom_tooltip = bp2_yearly.6030.maybe_secret
				}
				hidden_effect = {
					send_interface_toast = {
						title = bp2_yearly.6030.a.success
						left_icon = root
						right_icon = scope:snitch
						
						if = {
							limit = {
								exists = scope:wardens_court_secret
							}
							scope:wardens_court_secret = {
								reveal_to = root
							}
						}
						else = {
							custom_tooltip = bp2_yearly.6030.a.no_secret
						}
					}
				}
			}
			45 = { #The hostage is cagy
				desc = bp2_yearly.6030.a.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3
				}
				modifier = {
				   add = 20
				   scope:snitch = {
					   bp2_yearly_6030_willing_snitch_trigger = no
				   }
				}
				modifier = {
					factor = 4
					scope:snitch = {
						any_memory = {
							has_memory_type = hostage_taught_discretion
						}
					}
				}
				send_interface_toast = {
					title = bp2_yearly.6030.a.failure
					left_icon = root
					right_icon = scope:snitch
					custom_tooltip = bp2_yearly.6030.a.evade
				}
			}
		}
		stress_impact = {
			honest = medium_stress_impact_gain
			just = medium_stress_impact_gain
			generous = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = -1
				ai_greed = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = honest
					has_trait = just
					has_trait = generous
					has_character_modifier = honorable_warden_modifier
				}
			}
		}
	}
	# Offer generous reward in exchange for information
	option = {
		name = bp2_yearly.6030.b
		flavor = bp2_yearly.6030.b.tt

		if = {
			limit = {
				has_character_modifier = honorable_warden_modifier
			}
			add_tyranny = medium_tyranny_gain
		}
		pay_short_term_gold = {
			target = scope:snitch
			gold = tiny_gold_value
		}
		

		random_list = {
			60 = {
				show_as_tooltip = {
					custom_tooltip = bp2_yearly.6030.maybe_secret
					custom_tooltip = bp2_yearly.6030.b.rewarded
					scope:snitch = {
						add_intrigue_skill = 1
					}
				}
				hidden_effect = {
					send_interface_toast = {
						title = bp2_yearly.6030.a.success
						left_icon = root
						right_icon = scope:snitch
						
						if = {
							limit = {
								exists = scope:wardens_court_secret
							}
							scope:wardens_court_secret = {
								reveal_to = root
							}
						}
						else = {
							custom_tooltip = bp2_yearly.6030.a.no_secret
						}
					}
					scope:snitch = {
						set_variable = {
							name = family_schemer
							value = root
							years = 20
						}
					}
					scope:snitch = {
						add_intrigue_skill = 1
					}
				}
				modifier = {
					add = -30
					scope:snitch = {
						bp2_yearly_6030_willing_snitch_trigger = no
					}
				}
				modifier = {
					add = 25
					scope:snitch = {
						OR = {
							has_trait = greedy
							has_trait = arbitrary
						}
					}
				}
				modifier = {
					factor = 0.1
					scope:snitch = {
						any_memory = {
							has_memory_type = hostage_taught_discretion
						}
					}
				}
			}

			40 = {
				send_interface_toast = {
					title = bp2_yearly.6030.b.failure
					left_icon = root
					right_icon = scope:snitch
					
					 custom_tooltip = bp2_yearly.6030.refuse_reward
				}
				modifier = {
					add = -25
					scope:snitch = {
						opinion = {
							target = root
							value > 40
						}
					}
				}
				modifier = {
					add = 25
					scope:snitch = {
						OR = {
							has_trait = just
							has_trait = content
						}
					}
				}
			}
		}
		
		stress_impact = {
			greedy = medium_stress_impact_gain
			fickle = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = greedy
					has_trait = fickle
					has_character_modifier = honorable_warden_modifier
				}
			}
		}
	}
	 # Treat the hostage agreement with respect and don't pry
	option = {
		name = bp2_yearly.6030.c
		flavor = bp2_yearly.6030.c.tt

		add_character_modifier = {
			modifier = honorable_warden_modifier
			years = 20
		}
		#above modifier makes it more likely ai will offer and demand hostages from root, but root gets tyranny if they choose option a in future
		custom_tooltip = bp2_yearly.6030.c.honor
		custom_tooltip = bp2_yearly.6030.c.hostage_secrets
		
		stress_impact = {
			arbitrary = medium_stress_impact_gain
			deceitful = medium_stress_impact_gain
			greedy = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = arbitrary
					has_trait = deceitful
					has_trait = greedy
					has_trait = ambitious
				}
			}
		}
	}
}

scripted_trigger bp2_yearly_6031_potential_snitch_trigger = {
	is_ai = yes
	is_courtier_of = scope:home_court
	house = liege.house
	age > 11
	OR = {
		intrigue >= mediocre_skill_rating
		has_focus = education_intrigue
		has_trait = disloyal
	}
}

#Saves secrets for bp2_yearly.6030 (yes, they're out of order)
# by Jason Cantalini
bp2_yearly.6031 = {
	hidden = yes

	trigger = {
		has_bp2_dlc_trigger = yes
		exists = scope:home_court
		OR = {
			scope:warden ?= {
				has_any_secrets = yes
			}
			scope:warden ?= {
				any_close_family_member = {
					has_any_secrets = yes
				}
			}
			scope:warden ?= {
				any_spouse = {
					has_any_secrets = yes
				}
			}
		}
		scope:hostage = {
			bp2_yearly_6031_potential_snitch_trigger = yes
		}
	}

	immediate = {
		random_list = {
			10 = {
				trigger = {
					scope:warden ?= {
						has_any_secrets = yes
					}
				}
				scope:warden ?= {
					random_secret = {
						save_scope_as = wardens_court_secret
					}
				}
			}
			10 = {
				trigger = {
					scope:warden ?= {
						any_close_family_member = {
							has_any_secrets = yes
						}
					}
				}
				scope:warden ?= {
					random_close_family_member = {
						random_secret = {
							save_scope_as = wardens_court_secret
						}
					}
				}
			}
			10 = {
				trigger = {
					 scope:warden ?= {
						any_spouse = {
							has_any_secrets = yes
						}
					}
				}
				scope:warden ?= {
					random_spouse  = {
						random_secret = {
							save_scope_as = wardens_court_secret
						}
					}
				}
			}
		}
		scope:home_court = {
			trigger_event = {
				id = bp2_yearly.6030
				days = { 300 400 }
			}
		}
	}
}

#####################################
# All We Are Not					#
# by Jason Cantalini				#
# 6040							 	#
#####################################

scripted_trigger bp2_yearly_6040_higher_cultural_era_trigger = {
	OR = {
		AND = {
			NOT = {
				root.culture = { has_cultural_era_or_later = culture_era_early_medieval }
			}
			has_cultural_era_or_later = culture_era_early_medieval
		}
		AND = {
			NOT = {
				root.culture = { has_cultural_era_or_later = culture_era_high_medieval }
			}
			has_cultural_era_or_later = culture_era_high_medieval
		}
		AND = {
			NOT = {
				root.culture = { has_cultural_era_or_later = culture_era_late_medieval }
			}
			has_cultural_era_or_later = culture_era_late_medieval
		}
	}
}

scripted_trigger bp2_yearly_6040_equal_or_higher_cultural_era_trigger = {
	OR = {
		AND = {
			root.culture = { has_cultural_era_or_later = culture_era_tribal }
			has_cultural_era_or_later = culture_era_tribal
		}
		AND = {
			root.culture = { has_cultural_era_or_later = culture_era_early_medieval }
			has_cultural_era_or_later = culture_era_early_medieval
		}
		AND = {
			root.culture = { has_cultural_era_or_later = culture_era_high_medieval }
			has_cultural_era_or_later = culture_era_high_medieval
		}
		AND = {
			root.culture = { has_cultural_era_or_later = culture_era_late_medieval }
			has_cultural_era_or_later = culture_era_late_medieval
		}
	}
}

scripted_trigger bp2_yearly_6040_better_capital_trigger = {
	#the culture head of the other culture is more magnificent than root's culture head
	OR = {
		AND = {
			culture_head = {
				has_royal_court = yes
			}
			root.culture.culture_head ?= {
				has_royal_court = no
			}
		}
		AND = {
			root.culture.culture_head ?= {
				has_royal_court = yes
			}
			culture_head = {
				has_royal_court = yes
				court_grandeur_current > root.court_grandeur_current
			}
		}
		AND = {
			culture_head.capital_province.county = {
				county.development_level >= root.capital_province.county.development_level
			}
			culture_head.capital_province.county = {
				county.development_level >= root.culture.culture_head.capital_province.county.development_level
			}
		}
	}
}

# You consider integrating the ways and advancements of the culture that raised you into your realm
bp2_yearly.6040 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6040.t
	desc = {
		desc = bp2_yearly.6040.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					has_character_flag = hostage_childhood
				}
				desc = bp2_yearly.6040.hostage
			}
			desc = bp2_yearly.6040.education
		}
		desc = bp2_yearly.6040.outro
	}
	theme = culture_change
	override_background = bp2_nursery
	left_portrait = {
		character = root
		animation = chancellor
	}

	trigger = {
		NOT = { is_landless_adventurer = yes }
		has_bp2_dlc_trigger = yes
		is_valid_for_narrow_yearly_events_adult = yes
		#you need to be in a position where you can reform your culture and realm at once
		culture = capital_province.culture
		highest_held_title_tier >= tier_duchy
		is_landed = yes
		#Learned enough to get the idea
		learning >= low_skill_rating
		#Didn't say no to this event before
		NOT = { has_character_flag = had_event_bp2_yearly_6040 }
		#you were raised in a foreign court, as a hostage or ward
		OR = {
			any_memory = {
				OR = {
					has_memory_type = childhood_education_guardian
					has_memory_type = childhood_education_no_guardian
				}
				has_variable = education_location
				has_variable = education_location_culture
				has_variable = education_host_culture
				save_temporary_scope_as = ward_memory_temp

				#Check you were educated in a foreign place by foreigners
				scope:ward_memory_temp.var:education_location_culture = {
					save_temporary_scope_as = education_location_culture
				}
				scope:ward_memory_temp.var:education_host_culture = {
					has_same_culture_heritage = scope:education_location_culture
				}
				scope:education_location_culture = {
					save_temporary_scope_as = foreign_culture
					NOT = {
					   this = root.culture
					}
				   	#culture has a ruler
				   	exists = culture_head
	
					#figure out if they're more advanced
				   	OR = {
					   bp2_yearly_6040_higher_cultural_era_trigger = yes
					   AND = {
						   root = {
							   government_has_flag = government_is_tribal
						   }
						   culture_head = {
							   NOT = {
								   government_has_flag = government_is_tribal
							   }
						   }
					   }
					   bp2_yearly_6040_better_capital_trigger = yes
				   	}
				   	NOT = {
					   culture_head = {
						   government_has_flag = government_is_tribal
					   }
				   	}
				   	bp2_yearly_6040_equal_or_higher_cultural_era_trigger = yes
					
					root.culture = {
						can_get_innovation_from = scope:foreign_culture
					}
				}
			   
				scope:ward_memory_temp.var:education_location = {
				   county.development_level >= root.capital_province.county.development_level
				}
			}
			any_memory = {
				has_memory_type = hostage_returned_hostage
				has_variable = hostage_location
				has_variable = hostage_location_culture
				has_variable = hostage_warden_culture
				save_temporary_scope_as = hostage_memory_temp
			   #Check you were educated in a foreign place by foreigners
				scope:hostage_memory_temp.var:hostage_warden_culture = {
					has_same_culture_heritage = scope:hostage_memory_temp.var:hostage_location_culture
				}
				scope:hostage_memory_temp.var:hostage_location_culture = {
					save_temporary_scope_as = foreign_culture
					NOT = {
					   this = root.culture
					}
					#culture has a ruler
					exists = culture_head
	
					#figure out if they're more advanced
					OR = {
					   bp2_yearly_6040_higher_cultural_era_trigger = yes
					   AND = {
						   root = {
							   government_has_flag = government_is_tribal
						   }
						   culture_head = {
							   NOT = {
								   government_has_flag = government_is_tribal
							   }
						   }
					   }
					    bp2_yearly_6040_better_capital_trigger = yes
					}
					NOT = {
					   culture_head = {
						   government_has_flag = government_is_tribal
					   }
					}
					bp2_yearly_6040_equal_or_higher_cultural_era_trigger = yes
					
					root.culture = {
						can_get_innovation_from = scope:foreign_culture
					}
				}
			   
				scope:hostage_memory_temp.var:hostage_location = {
				   county.development_level >= root.capital_province.county.development_level
				}
			}
		}
	}

	weight_multiplier = {
		base = 1
		#If you got this event before and chose to delay it for later, this should pretty much ensure you will get the event again
		modifier = {
			factor = 5
			has_character_flag = delayed_event_bp2_yearly_6040
		}
		modifier = {
			factor = 2
			culture = {
				has_cultural_pillar = ethos_egalitarian
			}
		}
		modifier = {
			factor = 0.5
			culture = {
				has_cultural_parameter = ai_doesnt_marry_outside_culture
			}
		}
		modifier = {
			factor = 0.5
			culture = {
				has_cultural_parameter = harder_to_hybridize
			}
		}
		modifier = {
			factor = 0.5
			learning < medium_skill_rating
		}
		modifier = {
			factor = 2
			learning > very_high_skill_rating
		}
	}

	immediate = {
		#Either triggered from hostage memory type or ward one; need to save their variables as scopes
		if = {
			limit = {
				any_memory = {
					has_memory_type = hostage_returned_hostage
					has_variable = hostage_location
					has_variable = hostage_location_culture
				}
			}
			random_memory = {
				limit = {
					has_memory_type = hostage_returned_hostage
					has_variable = hostage_location
					has_variable = hostage_location_culture
				}
				save_scope_as = foreign_court_memory
				var:hostage_location = {
					save_scope_as = childhood_location
				}
				var:hostage_location_culture = {
					save_scope_as = advanced_culture
				}
				var:hostage_realm ?= {
					save_scope_as = advanced_realm
				}
				var:hostage_warden_faith ?= {
					save_scope_as = advanced_culture_faith
				}
				memory_participant:warden ?= {
					save_scope_as = foreign_warden
				}
			}
		}
		else = {
			random_memory = {
				limit = {
					OR = {
						has_memory_type = childhood_education_guardian
						has_memory_type = childhood_education_no_guardian
					}
					has_variable = education_location
					has_variable = education_location_culture
				}
				save_scope_as = foreign_court_memory
				var:education_location = {
					save_scope_as = childhood_location
				}
				var:education_location_culture = {
					save_scope_as = advanced_culture
				}
				var:education_realm ?= {
					save_scope_as = advanced_realm
				}
				var:education_host_faith ?= {
					save_scope_as = advanced_culture_faith
				}
				memory_participant:guardian ?= {
					save_scope_as = foreign_educator
				}
			}
		}
		

		if = {
			limit = {
				scope:foreign_court_memory = {
					has_memory_type = hostage_returned_hostage
					has_variable = hostage_location
					has_variable = hostage_location_culture
				}
			}
			add_character_flag = hostage_childhood
		}
		else = {
			add_character_flag = education_childhood
		}
	}

	#There is much we could learn from them
	option = {
		name =  bp2_yearly.6040.a
		flavor = bp2_yearly.6040.a.tt
		custom_tooltip = bp2_yearly.6040.a.reforms
		if = {
			limit = {
			   root = root.culture.culture_head
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:advanced_culture
					value = miniscule_positive_culture_acceptance
					desc = cultural_acceptance_gain_beginning_reforms
				}
			}
		}
		custom_tooltip = bp2_yearly.6040.a.warning

		add_prestige = major_prestige_loss
		create_story = story_foreign_raised_reformer
		#So there isn't a second reform in one lifetime
		add_character_flag = had_event_bp2_yearly_6040

		#save variables for the story
		set_variable = {
			name = childhood_location
			value = scope:childhood_location
		}
		set_variable = {
			name = advanced_culture
			value = scope:advanced_culture
		}
		if = {
			limit = {
				exists = scope:advanced_realm
			}
			set_variable = {
				name = advanced_realm
				value = scope:advanced_realm
			}
		}
		if = {
			limit = {
				exists = scope:foreign_educator
			}
			set_variable = {
				name = foreign_educator
				value = scope:foreign_educator
			}
		}
		if = {
			limit = {
				exists = scope:advanced_culture_faith
			}
			set_variable = {
				name = advanced_culture_faith
				value = scope:advanced_culture_faith
			}
		}

		stress_impact = {
			profligate = minor_stress_impact_loss
			scholar = miniscule_stress_impact_loss
			content = medium_stress_impact_gain
			lazy = medium_stress_impact_gain
			humble = minor_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}
		ai_chance = {
			base = 20
			ai_value_modifier = {
				ai_energy = 1
				ai_boldness = 1
			}
			 modifier = {
				factor = 0
				OR = {
					has_trait = content
					has_trait = lazy
					has_trait = humble
					has_trait = paranoid
				}
			}
		}
	}

	#NEVER! My people are proud and unique
	option = {
		name = bp2_yearly.6040.b
		flavor = bp2_yearly.6040.b.tt
		add_character_flag = had_event_bp2_yearly_6040
		
		add_character_modifier = {
			modifier = devoted_to_tradition_modifier
			years = 25
		}
		custom_tooltip = bp2_yearly.6040.b.promote_culture
		custom_tooltip = bp2_yearly.6040.b.no_reforms

		if = {
			limit = {
				has_character_flag = hostage_childhood
			}
			remove_character_flag = hostage_childhood
		}
		if = {
			limit = {
				has_character_flag = education_childhood
			}
			remove_character_flag = education_childhood
		}

		stress_impact = {
			arrogant = miniscule_stress_impact_loss
			zealous = miniscule_stress_impact_loss
			eccentric = major_stress_impact_gain
			diligent = minor_stress_impact_gain
			cynical = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_zeal = 1
				ai_sociability = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = eccentric
					has_trait = diligent
					has_trait = cynical
				}
			}
		}
	}

	#Perhaps... but now is not the right time
	option = {
		name = bp2_yearly.6040.c
		custom_tooltip = bp2_yearly.6040.c.recurring
		add_character_flag = delayed_event_bp2_yearly_6040

		if = {
			limit = {
				has_character_flag = hostage_childhood
			}
			remove_character_flag = hostage_childhood
		}
		if = {
			limit = {
				has_character_flag = education_childhood
			}
			remove_character_flag = education_childhood
		}

		stress_impact = {
			impatient = medium_stress_impact_gain
			ambitious = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_energy = -1
				ai_zeal = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = impatient
					has_trait = ambitious
					has_trait = fickle
				}
			}
		}
	}
}

#####################################
# Stone, Iron, Clay and Wattle		#
# by Jason Cantalini				#
# 6050								#
#####################################

scripted_trigger bp2_yearly_6050_noble_representative = {
	is_imprisoned = no
	is_available = yes
	is_incapable = no
	culture = root.culture
	age > 14
	NOT = {
		government_has_flag = government_is_republic
	}
}

scripted_effect bp2_yearly_6020_pay_powerful_vassals_effect = {
	custom_tooltip = bp2_yearly.6020.pay_vassals
	hidden_effect = {
		remove_short_term_gold = minor_gold_value
		if = {
			limit = {
				exists = scope:recipient_1
			}
			pay_short_term_gold = {
				target = scope:recipient_1
				gold = minor_gold_value
			}
		}
		if = {
			limit = {
				exists = scope:recipient_2
			}
			pay_short_term_gold = {
				target = scope:recipient_2
				gold = minor_gold_value
			}
		}
		if = {
			limit = {
				exists = scope:recipient_3
			}
			pay_short_term_gold = {
				target = scope:recipient_3
				gold = minor_gold_value
			}
		}
		if = {
			limit = {
				exists = scope:recipient_4
			}
			pay_short_term_gold = {
				target = scope:recipient_4
				gold = minor_gold_value
			}
		}
		if = {
			limit = {
				exists = scope:recipient_5
			}
			pay_short_term_gold = {
				target = scope:recipient_5
				gold = minor_gold_value
			}
		}
	}
}

# You plan out an ambitious investment in the realm... or its lords
bp2_yearly.6050 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6050.t
	desc = bp2_yearly.6050.desc
	theme = culture_change
	override_background = {
		reference = terrain_travel
	}
	left_portrait = {
		character = root
		animation = steward
	}

	right_portrait = {
		character = scope:noble_representative
		animation = war_defender
	}

	lower_right_portrait = {
		character = scope:foreign_architect
	}

	lower_left_portrait = {
		character = scope:loyal_knight
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		basic_is_valid_for_yearly_events_trigger = yes

		NOT = { capital_province.culture = var:advanced_culture }
		#Learned enough to get the idea
		NOT = { has_character_flag = had_event_bp2_yearly_6050 }
		OR = {
			any_vassal = {
				bp2_yearly_6050_noble_representative = yes
				OR = {
					has_vassal_stance = glory_hound
					has_vassal_stance = parochial
					has_vassal_stance = courtly
					has_vassal_stance = barons_and_minor_landholders
				}
			}
			any_courtier = {
				bp2_yearly_6050_noble_representative = yes
				is_lowborn = no
			}
		}

	}

	weight_multiplier = {
		base = 1
		#If you got this event before and chose to delay it for later, this should pretty much ensure you will get the event again
		modifier = {
			factor = 2
			var:advanced_culture = {
				culture_head.capital_province.county = {
				   development_level > root.culture.culture_head.capital_province.county.development_level
				}
			}
		}
		modifier = {
			factor = 2
			var:advanced_culture = {
				culture_head.capital_province.county = {
					development_level > root.capital_province.county.development_level
				}
			}
		}
		modifier = {
			factor = 0.5
			var:advanced_culture = {
				culture_head.capital_province.county = {
					development_level <= root.capital_province.county.development_level
				}
			}
		}
		modifier = {
			factor = 0.5
			var:advanced_culture = {
				culture_head.capital_province.county = {
					development_level <= root.culture.culture_head.capital_province.county.development_level
				}
			}
		}
		modifier = {
			factor = 2
			var:advanced_culture = {
				culture_head.capital_province.county = {
					development_level > root.capital_province.county.development_level
				}
			}
		}
		modifier = {
			factor = 1.5
			var:advanced_culture = {
				OR = {
					has_cultural_pillar = ethos_bureaucratic
					has_cultural_pillar = ethos_communal
					has_cultural_pillar = ethos_egalitarian
					has_cultural_pillar = ethos_spiritual
				}
			}
		}
		modifier = {
			factor = 0.75
			culture = {
				OR = {
					has_cultural_pillar = ethos_bureaucratic
					has_cultural_pillar = ethos_communal
					has_cultural_pillar = ethos_egalitarian
					has_cultural_pillar = ethos_spiritual
				}
			}
		}
	}

	immediate = {
		add_character_flag = had_event_bp2_yearly_6050
		save_scope_as = root_scope
		if = {
			limit = {
			   any_vassal = {
					bp2_yearly_6050_noble_representative = yes
					OR = {
						has_vassal_stance = glory_hound
						has_vassal_stance = parochial
						has_vassal_stance = courtly
						has_vassal_stance = barons_and_minor_landholders
					}
			   }
			}
			random_vassal = {
				limit = {
					bp2_yearly_6050_noble_representative = yes
					OR = {
						has_vassal_stance = glory_hound
						has_vassal_stance = parochial
						has_vassal_stance = courtly
						has_vassal_stance = barons_and_minor_landholders
					}
					is_powerful_vassal = yes
				}
				alternative_limit = {
					bp2_yearly_6050_noble_representative = yes
					OR = {
						has_vassal_stance = glory_hound
						has_vassal_stance = parochial
						has_vassal_stance = courtly
						has_vassal_stance = barons_and_minor_landholders
					}
				}
				save_scope_as = noble_representative
			}
		}
		else = {
			random_courtier = {
				limit = {
					bp2_yearly_6050_noble_representative = yes
					is_lowborn = no
				}
				save_scope_as = noble_representative
			}
		}
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		var:childhood_location = {
			save_scope_as = childhood_location
		}
		#A little beginning on development work
		capital_county = {
			change_development_progress_with_overflow = medium_development_progress_gain
		}
		#Save powerful vassals so you can pay them gold
		if = {
			limit = {
				any_powerful_vassal = {
					is_ai = yes
					NOR = {
						is_at_war_with = root
						is_imprisoned_by = root
					}
				}
			}
			random_powerful_vassal = {
				limit = {
					is_ai = yes
					NOR = {
						is_at_war_with = root
						is_imprisoned_by = root
					}
				}
				save_scope_as = recipient_1
			}
		}
		if = {
			limit = {
				any_powerful_vassal = {
					 is_ai = yes
					NOR = {
						is_at_war_with = root
						is_imprisoned_by = root
						this = scope:recipient_1
					}
				}
			}
			random_powerful_vassal = {
				limit = {
					is_ai = yes
					NOR = {
						is_at_war_with = root
						is_imprisoned_by = root
						this = scope:recipient_1
					}
				}
				save_scope_as = recipient_2
			}
		}
		if = {
			limit = {
				any_powerful_vassal = {
					is_ai = yes
					NOR = {
						is_at_war_with = root
						is_imprisoned_by = root
						this = scope:recipient_1
						this = scope:recipient_2
					}
				}
			}
			random_powerful_vassal = {
				limit = {
					is_ai = yes
					NOR = {
						is_at_war_with = root
						is_imprisoned_by = root
						this = scope:recipient_1
						this = scope:recipient_2
					}
				}
				save_scope_as = recipient_3
			}
		}
		if = {
			limit = {
				any_powerful_vassal = {
					is_ai = yes
					NOR = {
						is_at_war_with = root
						is_imprisoned_by = root
						this = scope:recipient_1
						this = scope:recipient_2
						this = scope:recipient_3
					}
				}
			}
			random_powerful_vassal = {
				limit = {
					is_ai = yes
					NOR = {
						is_at_war_with = root
						is_imprisoned_by = root
						this = scope:recipient_1
						this = scope:recipient_2
						this = scope:recipient_3
					}
				}
				save_scope_as = recipient_4
			}
		}
		if = {
			limit = {
				any_powerful_vassal = {
					is_ai = yes
					NOR = {
						is_at_war_with = root
						is_imprisoned_by = root
						this = scope:recipient_1
						this = scope:recipient_2
						this = scope:recipient_3
						this = scope:recipient_4
					}
				}
			}
			random_powerful_vassal = {
				limit = {
					is_ai = yes
					NOR = {
						is_at_war_with = root
						is_imprisoned_by = root
						this = scope:recipient_1
						this = scope:recipient_2
						this = scope:recipient_3
						this = scope:recipient_4
					}
				}
				save_scope_as = recipient_5
			}
		}
		#save gold value for use in loc
		save_scope_value_as = {
			name = gold_gift_amount
			value = root.minor_gold_value
		}
		#Create a foreign architect
		create_character = {
			template = foreign_architect_template
			culture = scope:advanced_culture
			faith = scope:advanced_culture.culture_head.faith
			location = root.location
			gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
			save_scope_as = foreign_architect
		}
		#Create a noble knight, a fine example of your culture
		create_character = {
			template = culture_defender_knight_template
			culture = root.culture
			faith = root.faith
			location = root.location
			gender_female_chance = root_soldier_female_chance
			save_scope_as = loyal_knight
		}
	}

	#My capital is all that matters!
	option = {
		name =  bp2_yearly.6050.a
		flavor = bp2_yearly.6050.a.tt
		capital_county = {
			change_development_level = 4
			add_county_modifier = {
			   modifier = massive_construction_efforts_modifier
			   years = 20
			}
		}
		#modifier to make it easier to build in the capital
		
		if = {
			limit = {
			   root = root.culture.culture_head
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:advanced_culture
					value = miniscule_positive_culture_acceptance
					desc = cultural_acceptance_gain_building_familiar_settlements
				}
			}
		}

		add_courtier = scope:foreign_architect
		#pisses off nobles majorly
		if = {
			limit = {
				any_targeting_faction = {
					exists = yes
					NOT = { exists = faction_war }
					NOT = { faction_is_type = peasant_faction }
				}
			}
			add_targeting_factions_discontent = 30
		}
		every_vassal = {
			limit = {
				has_vassal_stance = courtly
			}
			custom = custom.every_courtly_vassal
			add_opinion = {
				target = root
				modifier = hate_opinion
				opinion = -50
			}
		}

		remove_short_term_gold = monumental_gold_value
		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		# make it possible to get new realm traditions in the tradition event
		add_character_flag = foreign_realm_reforms

		stress_impact = {
			arrogant = miniscule_stress_impact_loss
			profligate = minor_stress_impact_loss
			humble = massive_stress_impact_gain
			content = major_stress_impact_gain
		}
		ai_chance = {
			base = 10
			min = 0
			ai_value_modifier = {
				ai_energy = 1
				ai_boldness = 1
			}
			 modifier = {
				factor = 0
				OR = {
					has_trait = content
					has_trait = humble
				}
			}
		}
	}

	#I'm not spending money on the realm - I'm spending tax money on the realm
	option = {
		name = bp2_yearly.6050.b
		flavor = bp2_yearly.6050.b.tt
		custom_tooltip = bp2_yearly.6050.every_county_development
		hidden_effect = {
			every_realm_county = {
				limit = {
					holder = root
				}
				change_development_level = 1
				change_county_control = major_county_control_loss
			}
		}
		#modifier to make it easier to build anywhere
		add_character_modifier = {
			modifier = great_builder_modifier
		}
		if = {
			limit = {
			   root = root.culture.culture_head
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:advanced_culture
					value = miniscule_positive_culture_acceptance
					desc = cultural_acceptance_gain_building_familiar_settlements
				}
			}
		}
		add_courtier = scope:foreign_architect

		custom_tooltip = bp2_yearly.6050.county_control_loss
		custom_tooltip = bp2_yearly.6050.county_opinion_modifier
		hidden_effect = {
			#big county opinion and control loss
			every_realm_county = {
				limit = {
					holder = root
					NOT = { culture = scope:advanced_culture }
				}
				add_county_modifier = {
					modifier = unprecedented_taxation_modifier
					years = 15
				}
			}
		}
		
		#pisses off nobles a bit less than first option
		if = {
			limit = {
				any_targeting_faction = {
					exists = yes
					NOT = { exists = faction_war }
				}
			}
			add_targeting_factions_discontent = 30
		}
		every_vassal = {
			limit = {
				has_vassal_stance = courtly
			}
			custom = custom.every_courtly_vassal
			add_opinion = {
				target = root
				modifier = hate_opinion
				opinion = -25
			}
		}
		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		#make it possible to get new realm traditions in the tradition event
		add_character_flag = foreign_realm_reforms

		stress_impact = {
			greedy = miniscule_stress_impact_loss
			generous = major_stress_impact_gain
			compassionate = medium_stress_impact_gain
			just = medium_stress_impact_gain
			paranoid = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			min = 0
			ai_value_modifier = {
				ai_greed = 1
				ai_compassion = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = generous
					has_trait = compassionate
					has_trait = just
					has_trait = paranoid
				}
			}
		}
	}

	#My peoples' leaders matter more than the realm
	option = {
		name = bp2_yearly.6050.c
		flavor = bp2_yearly.6050.c.tt

		add_character_modifier = {
			modifier = loyal_realm_nobility_modifier
		}
		add_legitimacy = minor_legitimacy_gain
		add_courtier = scope:loyal_knight
		bp2_yearly_6020_pay_powerful_vassals_effect = yes

		culture = {
			change_cultural_acceptance = {
				target = scope:advanced_culture
				value = miniscule_negative_culture_acceptance
				desc = cultural_acceptance_turned_away_trade
			}
		}
		
		custom_tooltip = bp2_yearly.6050.reaffirmation_path
		change_variable = {
			name = reaffirmation_counter
			add = 1
		}

		add_character_flag = rejecting_foreign_realm_reforms

		stress_impact = {
			loyal = medium_stress_impact_loss
			trusting = minor_stress_impact_loss
			generous = minor_stress_impact_loss
			greedy = major_stress_impact_gain
			disloyal = medium_stress_impact_gain
			diligent = medium_stress_impact_gain
			arrogant = medium_stress_impact_gain
			stubborn = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			min = 0
			ai_value_modifier = {
				ai_greed = -1
				ai_sociability = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = greedy
					has_trait = disloyal
					has_trait = diligent
					has_trait = arrogant
					has_trait = stubborn
				}
			}
		}
	}
	after = {
		if = {
			limit = {
				scope:foreign_architect = {
					NOT = {
						is_courtier_of = root
					}
				}
			}
			scope:foreign_architect = {
				silent_disappearance_effect = yes
			}
		}
		if = {
			limit = {
				scope:loyal_knight = {
					NOT = {
						is_courtier_of = root
					}
				}
			}
			scope:loyal_knight = {
				silent_disappearance_effect = yes
			}
		}
	}
}

#####################################
# Studies in Eternity				#
# by Jason Cantalini				#
# 6060								#
#####################################

scripted_trigger bp2_yearly_6060_clergy_representative = {
	is_imprisoned = no
	is_adult = yes
	faith = root.faith
}

# You question how your people could approach their faith in a new, more learned and organized way
bp2_yearly.6060 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6060.t
	desc = {
		desc = bp2_yearly.6060.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:advanced_culture_faith = root.faith
				}
				desc = bp2_yearly.6060.same_faith
			}
			desc = bp2_yearly.6060.different_faith
		}
	}
			
	theme = learning_theology_focus
	override_background = {
		reference = holy_site_generic_scope
	}
	left_portrait = {
		character = root
		animation = boredom
	}

	right_portrait = {
		character = scope:clergy_representative
		animation = wedding_priest
	}

	lower_right_portrait = {
		character = scope:foreign_cleric
	}

	lower_left_portrait = {
		character = scope:foreign_scholar
	}

	trigger = {
		# EK DISABLED: we don't use universities so this event shouldn't trigger
		always = no
		# EK DISABLED END
		has_bp2_dlc_trigger = yes
		basic_is_valid_for_yearly_events_trigger = yes

		exists = var:advanced_culture_faith
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		NOT = { has_character_flag = had_event_bp2_yearly_6060 }
		OR = {
			any_vassal = {
				bp2_yearly_6060_clergy_representative = yes
				government_has_flag = government_is_theocracy
				NOT = { culture = scope:temp_advanced_culture }
			}
			any_courtier = {
				bp2_yearly_6060_clergy_representative = yes
				is_clergy = yes
				NOT = { culture = scope:temp_advanced_culture }
			}
			any_pool_character = {
				province = root.location
				bp2_yearly_6060_clergy_representative = yes
				is_clergy = yes
				NOT = { culture = scope:temp_advanced_culture }
			}
		}
		#if your faith is organized, the advanced faith must be organized too
		OR = {
			faith = {
				has_doctrine_parameter = unreformed
			}
			AND = {
				faith = {
					NOT = { has_doctrine_parameter = unreformed }
				}
				var:advanced_culture_faith = {
					NOT = { has_doctrine_parameter = unreformed }
				}
			}
		}
	}

	weight_multiplier = {
		base = 1
		#If you got this event before and chose to delay it for later, this should pretty much ensure you will get the event again
		modifier = {
			factor = 1.5
			var:advanced_culture = {
				OR = {
					has_cultural_pillar = ethos_courtly
					has_cultural_pillar = ethos_spiritual
				}
			}
		}
		modifier = {
			factor = 0.75
			culture = {
				OR = {
					has_cultural_pillar = ethos_courtly
					has_cultural_pillar = ethos_spiritual
				}
			}
		}
	}

	immediate = {
		capital_province = {
			save_scope_as = holy_site_scope
		}
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		var:childhood_location = {
			save_scope_as = childhood_location
		}
		var:advanced_culture_faith = {
			save_scope_as = advanced_culture_faith
		}
		add_character_flag = had_event_bp2_yearly_6060
		save_scope_as = root_scope
		if = {
			limit = {
			   any_powerful_vassal = {
					bp2_yearly_6060_clergy_representative = yes
					government_has_flag = government_is_theocracy
					NOT = { culture = scope:advanced_culture }
			   }
			}
			random_powerful_vassal = {
				limit = {
					bp2_yearly_6060_clergy_representative = yes
					government_has_flag = government_is_theocracy
					NOT = { culture = scope:advanced_culture }
				}
				save_scope_as = clergy_representative
			}
		}
		else_if = {
			limit = {
			   any_vassal = {
					bp2_yearly_6060_clergy_representative = yes
					government_has_flag = government_is_theocracy
					NOT = { culture = scope:advanced_culture }
			   }
			}
			random_vassal = {
				limit = {
					bp2_yearly_6060_clergy_representative = yes
					government_has_flag = government_is_theocracy
					NOT = { culture = scope:advanced_culture }
				}
				save_scope_as = clergy_representative
			}
		}
		else_if = {
			limit = {
			   any_courtier = {
					bp2_yearly_6060_clergy_representative = yes
					is_clergy = yes
					NOT = { culture = scope:advanced_culture }
			   }
			}
			random_courtier = {
				limit = {
					bp2_yearly_6060_clergy_representative = yes
					is_clergy = yes
					NOT = { culture = scope:advanced_culture }
				}
				save_scope_as = clergy_representative
			}
		}
		else = {
			random_pool_character = {
					province = root.location
				limit = {
					bp2_yearly_6060_clergy_representative = yes
					is_clergy = yes
					NOT = { culture = scope:advanced_culture }
				}
				save_scope_as = clergy_representative
			}
		}
		#Create a foreign cleric
		create_character = {
		   template = foreign_cleric_template
		   culture = scope:advanced_culture
		   faith = scope:advanced_culture_faith
		   location = root.location
		   gender_female_chance = root_faith_clergy_gender_female_chance
		   save_scope_as = foreign_cleric
		}
		if = {
			limit = {
				scope:advanced_culture_faith = {
					has_doctrine_parameter = take_vows_active
				}
			}
			scope:foreign_cleric = { add_trait = devoted }
		}
		if = {
			limit = {
				scope:advanced_culture_faith = {
					NOT = { has_doctrine_parameter = forbidden_from_pilgrimage }
				}
			}
			scope:foreign_cleric = { add_trait = pilgrim }
		}
		
		#Create a foreign scholar
		create_character = {
			template = foreign_scholar_template
			culture = scope:advanced_culture
			faith = scope:advanced_culture.culture_head.faith
			location = root.location
			gender_female_chance = root_faith_clergy_gender_female_chance
			save_scope_as = foreign_scholar
		}
	}

	#I SHALL LEAD THE WAY WITH A GLORIOUS CONVERSION
	option = {
		trigger = {
			NOT = { faith = scope:advanced_culture_faith }
			is_ai = no
		}
		name =  bp2_yearly.6060.a
		flavor = bp2_yearly.6060.a.tt

		add_courtier = scope:foreign_cleric

		
		scope:advanced_culture_faith = {
			change_fervor = {
				value = 20
				desc = fervor_gain_reformer_converts
			}
		}
		add_piety = major_piety_gain
		#replace piety with same culture opinion modifier...?

		set_character_faith_with_conversion = scope:advanced_culture_faith

		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		# make it possible to get new ritual traditions in the tradition event
		add_character_flag = foreign_ritual_reforms

		stress_impact = {
			loyal = medium_stress_impact_gain
			content = minor_stress_impact_gain
			craven = minor_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}
		ai_chance = {
			base = 1
			ai_value_modifier = {
				ai_boldness = 1
			}
			 modifier = {
				factor = 0
				OR = {
					has_trait = loyal
					has_trait = content
					has_trait = craven
					has_trait = paranoid
					scope:advanced_culture_faith = {
						has_doctrine_parameter = unreformed
					}
				}
			}
		}
	}

	#We should be conducting religion is such a grand and organized manner
	option = {
		name = bp2_yearly.6060.b
		flavor = bp2_yearly.6060.b.tt

		custom_tooltip = bp2_yearly.6060.b.conversion_bonus
		add_character_flag = reformer_conversion

		if = {
			limit = {
				scope:advanced_culture_faith = root.faith
			}
			add_courtier = scope:foreign_cleric
		}
		add_character_modifier = {
			modifier = adapted_rituals_modifier
		}

		if = {
			limit = {
				capital_county = {
					any_county_province = {
						has_holding = no
						NOR = {
							has_construction_with_flag = temple
							has_construction_with_flag = castle
							has_construction_with_flag = city
							has_construction_with_flag = tribe
						}
					}
				}
			}
			capital_county = {
				random_county_province = {
					limit = {
						has_holding = no
						NOR = {
							has_construction_with_flag = temple
							has_construction_with_flag = castle
							has_construction_with_flag = city
							has_construction_with_flag = tribe
						}
					}
					begin_create_holding = {
						type = church_holding
						refund_cost = { gold = hold_court_holding_cost_half_value }
					}
				}
			}
			add_piety = massive_piety_loss
		}
		else_if = {
			limit = {
				any_held_title = {
					tier = tier_county
					any_county_province = {
						has_holding = no
						NOR = {
							has_construction_with_flag = temple
							has_construction_with_flag = castle
							has_construction_with_flag = city
							has_construction_with_flag = tribe
						}
					}
				}
			}
			random_held_title = {
				limit = {
					tier = tier_county
					any_county_province = {
						has_holding = no
						NOR = {
							has_construction_with_flag = temple
							has_construction_with_flag = castle
							has_construction_with_flag = city
							has_construction_with_flag = tribe
						}
					}
				}
				random_county_province = { 
					limit = {
						has_holding = no
						NOR = {
							has_construction_with_flag = temple
							has_construction_with_flag = castle
							has_construction_with_flag = city
							has_construction_with_flag = tribe
						}
					}
					begin_create_holding = {
						type = church_holding
						refund_cost = { gold = hold_court_holding_cost_half_value }
					}
				}
			}
			add_piety = massive_piety_loss
		}
		
		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		 # make it possible to get new ritual traditions in the tradition event
		add_character_flag = foreign_ritual_reforms

		stress_impact = {
			theologian = minor_stress_impact_loss
			humble = medium_stress_impact_gain
			cynical = medium_stress_impact_gain
			arbitrary = minor_stress_impact_gain
			eccentric = minor_stress_impact_gain
		}

		ai_chance = {
			base = 20
			ai_value_modifier = {
				ai_greed = 1
				ai_zeal = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = humble
					has_trait = zealous
					has_trait = arbitrary
					has_trait = eccentric
				}
			}
		}
	}

	#It is their studiousness that gives them such access to the mysteries of faith
	option = {
		name = bp2_yearly.6060.c
		flavor = bp2_yearly.6060.c.tt
		if = {
			limit = {
				capital_province = {
					has_special_building_slot = no
				}
			}
			capital_province = {
				add_special_building_slot = generic_university
			}
			if = {
				limit = {
					government_has_flag = government_is_tribal
				}
				custom_tooltip = bp2_yearly.6060.c.tribal_warning
			}
		}
		else_if = {
			limit = {
				any_held_county = {
					any_county_province = { has_special_building_slot = no }
				}
			}
			ordered_held_county = {
				limit = {
					any_county_province = { has_special_building_slot = no }
				}
				order_by = {
					value = development_level
					multiply = 1
				}
				save_scope_as = most_developed_county
			}
			scope:most_developed_county.title_province = {
				add_special_building_slot = generic_university
			}
			if = {
				limit = {
					government_has_flag = government_is_tribal
				}
				custom_tooltip = bp2_yearly.6060.c.tribal_warning
			}
		}
		else = {
			add_character_modifier = {
				modifier = court_of_scholars_modifier
			}
			primary_heir ?= {
				add_character_modifier = {
					modifier = court_of_scholars_modifier
				}
			}
		}

		add_learning_skill = 4
		custom_tooltip = bp2_yearly.6060.c.nerd
		hidden_effect = {
			add_intrigue_skill = -2
			add_diplomacy_skill = -2
			add_martial_skill = -2
			add_stewardship_skill = -2
			add_prowess_skill = -2
		}
		add_courtier = scope:foreign_scholar

		add_legitimacy = minor_legitimacy_loss
		
		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		# make it possible to get new ritual traditions in the tradition event
		add_character_flag = foreign_ritual_reforms

		stress_impact = {
			scholar = minor_stress_impact_loss
			lazy = major_stress_impact_gain
			impatient = medium_stress_impact_gain
			content = minor_stress_impact_gain
			sadistic = minor_stress_impact_gain
		}

		ai_chance = {
			base = 20
			ai_value_modifier = {
				ai_rationality = 1
				ai_energy = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = lazy
					has_trait = impatient
					has_trait = content
					has_trait = sadistic
				}
			}
		}
	}

	#We are the true believers, now that I think about it
	option = {
		name = bp2_yearly.6060.d
		flavor = bp2_yearly.6060.d.tt

		#same faith bonus modifier

	   add_piety = major_piety_gain

		every_vassal = {
			limit = {
				OR = {
					has_vassal_stance = zealot
					has_vassal_stance = parochial
				}
			}
			custom = custom.every_zealot_or_parochial_vassal
			add_opinion = {
				target = root
				modifier = admiration_opinion
				opinion = 25
			}
		}

		faith = {
			change_fervor = {
				value = 10
				desc = fervor_gain_reformer_champions_faith
			}
		}
		scope:advanced_culture_faith = {
			change_fervor = {
				value = -10
				desc = fervor_loss_reformer_rejects_faith
			}
		}
		
		custom_tooltip = bp2_yearly.6050.reaffirmation_path
		change_variable = {
			name = reaffirmation_counter
			add = 1
		}

		add_character_flag = rejecting_foreign_ritual_reforms

		stress_impact = {
			zealous = minor_stress_impact_loss
			fickle = medium_stress_impact_gain
			ambitious = medium_stress_impact_gain
			diligent = minor_stress_impact_gain
			cynical = minor_stress_impact_gain
		}

		ai_chance = {
			base = 20
			ai_value_modifier = {
				ai_zeal = 1
				ai_energy = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = fickle
					has_trait = ambitious
					has_trait = diligent
					has_trait = cynical
				}
			}
		}
	}
	after = {
		if = {
			limit = {
				scope:foreign_cleric ?= {
					NOT = {
						is_courtier_of = root
					}
				}
			}
			scope:foreign_cleric = {
				silent_disappearance_effect = yes
			}
		}
		if = {
			limit = {
				scope:foreign_scholar ?= {
					NOT = {
						is_courtier_of = root
					}
				}
			}
			scope:foreign_scholar = {
				silent_disappearance_effect = yes
			}
		}
	}
}

#####################################
# Where All the World Gazes			#
# by Jason Cantalini				#
# 6070								#
#####################################

# You consider pursuing fancy foreign court manners
bp2_yearly.6070 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6070.t
	desc = bp2_yearly.6070.desc

			
	theme = diplomacy_majesty_focus
	override_background = {
		reference = throne_room
	}
	left_portrait = {
		character = root
		animation = shame
	}

	right_portrait = {
		character = scope:foreign_official
		animation = throne_room_bow_1
	}

	lower_right_portrait = {
		character = scope:advanced_court_owner
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		basic_is_valid_for_yearly_events_trigger = yes
		exists = var:advanced_culture.culture_head
		NOT = { capital_province.culture = var:advanced_culture }
		NOT = { has_character_flag = had_event_bp2_yearly_6070 }
	}

	weight_multiplier = {
		base = 1
		#If you got this event before and chose to delay it for later, this should pretty much ensure you will get the event again
		modifier = {
			factor = 2
			var:advanced_culture.culture_head = {
				has_royal_court = yes
			}
			OR = {
				has_royal_court = no
				var:advanced_culture.culture_head = {
					court_grandeur_current > root.court_grandeur_current
				}
			}
		}
		modifier = {
			factor = 0.5
			OR = {
				var:advanced_culture.culture_head = {
					has_royal_court = no
				}
				var:advanced_culture.culture_head = {
					AND = {
						has_royal_court = yes
						court_grandeur_current <= root.court_grandeur_current
					}
				}
			}
		}
		modifier = {
			factor = 1.5
			var:advanced_culture = {
				OR = {
					has_cultural_pillar = ethos_courtly
					has_cultural_pillar = ethos_egalitarian
					has_cultural_pillar = ethos_stoic
				}
			}
		}
		modifier = {
			factor = 0.75
			culture = {
				OR = {
					has_cultural_pillar = ethos_courtly
					has_cultural_pillar = ethos_egalitarian
					has_cultural_pillar = ethos_stoic
				}
			}
		}
	}

	immediate = {
		add_character_flag = had_event_bp2_yearly_6070
		save_scope_as = root_scope

		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		var:childhood_location = {
			save_scope_as = childhood_location
		}
		scope:advanced_culture.culture_head = {
			save_scope_as = advanced_court_owner
		}
		
		#Create a foreign visitor
		create_character = {
		   template = foreign_official_template
		   culture = scope:advanced_culture
		   faith = scope:advanced_court_owner.faith
		   location = root.location
		   gender_female_chance = root_faith_dominant_gender_adjusted_female_chance
		   save_scope_as = foreign_official
		}
		#He needs gold to confiscate
		hidden_effect = {
			scope:foreign_official = {
				add_gold = root.medium_gold_value
			}
		}
		hidden_effect_new_object = {
			scope:foreign_official = {
				save_scope_as = owner
				#Create fancy regalia
				# EK EDIT: no legendary generic stuff
				set_artifact_rarity_famed = yes
				create_artifact = {	
					name = artifact_admired_culture_regalia
					description = placeholder # Will be updated in the post-creation effects
					creator = scope:foreign_official
					visuals = regalia
					type = regalia
					modifier = artifact_placeholder_modifier
					wealth = scope:wealth
					quality = scope:quality
					save_scope_as = newly_created_artifact_1
					history = {
						type = created_before_history
					}
				}
				scope:newly_created_artifact_1 = {
					set_artifact_description = artifact_famed_culture_regalia_desc
					add_scaled_artifact_modifier_grandeur_small_effect = yes
					add_scaled_artifact_modifier_minor_prestige_effect = yes
					add_scaled_artifact_modifier_rulership_effect = yes
				}
				#Create fancy crown
				# EK EDIT: no legendary generic stuff
				set_artifact_rarity_famed = yes
				create_artifact = {	
					name = artifact_admired_culture_crown
					description = placeholder # Will be updated in the post-creation effects
					creator = scope:foreign_official
					visuals = crown
					type = helmet
					modifier = artifact_placeholder_modifier
					wealth = scope:wealth
					quality = scope:quality
					save_scope_as = newly_created_artifact_2
					history = {
						type = created_before_history
					}
				}
				scope:newly_created_artifact_2 = {
					set_artifact_description = artifact_famed_culture_crown_desc
					add_scaled_artifact_modifier_intrigue_effect = yes
					add_scaled_artifact_modifier_majesty_effect = yes
				}
			}
			if = {
				limit = {
					scope:advanced_culture = {
						has_cultural_pillar = ethos_bellicose
					}
				}
				set_artifact_rarity_famed = yes
				create_artifact_book_effect = {
					OWNER = scope:foreign_official
					CREATOR = scope:foreign_official
					SET_SUBJECT = flag:martial
					SET_TOPIC = flag:no
				}
			}
			else_if = {
				limit = {
					scope:advanced_culture = {
						OR = {
							has_cultural_pillar = ethos_bureaucratic
							has_cultural_pillar = ethos_egalitarian
						}
					}
				}
				set_artifact_rarity_famed = yes
				create_artifact_book_effect = {
					OWNER = scope:foreign_official
					CREATOR = scope:foreign_official
					SET_SUBJECT = flag:stewardship
					SET_TOPIC = flag:no
				}
			}
			else_if = {
				limit = {
					scope:advanced_culture = {
						has_cultural_pillar = ethos_stoic
					}
				}
				set_artifact_rarity_famed = yes
				create_artifact_book_effect = {
					OWNER = scope:foreign_official
					CREATOR = scope:foreign_official
					SET_SUBJECT = flag:diplomacy
					SET_TOPIC = flag:no
				}
			}
			else_if = {
				limit = {
					scope:advanced_culture = {
						OR = {
							has_cultural_pillar = ethos_courtly
							has_cultural_pillar = ethos_spiritual
						}
					}
				}
				set_artifact_rarity_famed = yes
				create_artifact_book_effect = {
					OWNER = scope:foreign_official
					CREATOR = scope:foreign_official
					SET_SUBJECT = flag:learning
					SET_TOPIC = flag:no
				}
			}
			else_if = {
				limit = {
					scope:advanced_culture = {
						has_cultural_pillar = ethos_communal
					}
				}
				set_artifact_rarity_famed = yes
				create_artifact_book_effect = {
					OWNER = scope:foreign_official
					CREATOR = scope:foreign_official
					SET_SUBJECT = flag:intrigue
					SET_TOPIC = flag:no
				}
			}
			scope:newly_created_artifact = {
				set_artifact_name = artifact_advanced_culture_treatise
			}
		}
	}

	#Try to actually learn from them instead of just copying them
	option = {
		trigger = {
			OR = {
				learning >= high_skill_rating
				stewardship >= high_skill_rating
			}
			culture.culture_head = root
		}
		name =  bp2_yearly.6070.a
		flavor = bp2_yearly.6070.a.tt
		culture = {
			get_random_innovation_from = scope:advanced_culture
		}
		add_courtier = scope:foreign_official
		scope:advanced_culture = {
			change_cultural_acceptance = {
				target = root.culture
				value = miniscule_positive_culture_acceptance
				desc = cultural_acceptance_learning_from_culture
			}
		}
		add_prestige_level = -1
		add_prestige = medium_prestige_loss

		# make it possible to get new maa traditions in the tradition event
		add_character_flag = foreign_social_reforms

		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		stress_impact = {
			humble = miniscule_stress_impact_loss
			arrogant = medium_stress_impact_gain
			impatient = medium_stress_impact_gain
			greedy = minor_stress_impact_gain
			lazy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_rationality = 1
				ai_greed = -1
			}
			 modifier = {
				factor = 0
				OR = {
					has_trait = greedy
					has_trait = arrogant
					has_trait = impatient
					has_trait = lazy
				}
			}
		}
	}
	#The finest foreign fashion! Teach us the fanciest foreign manners
	#EK DISABLED
	#TL;DR: This is a very cool option, but it's essentially unmaintainable.
	#If you do wish to maintain accounting for 40 different _clothing_gfx over vanillas 16. All why making sure those 40 'styles' are setup in all the areas they need to be in over a dozen files, then go ahead and re-enable this option. - Theyn
	#option = {
	#	name =  bp2_yearly.6070.b
	#	flavor = bp2_yearly.6070.b.tt
	#
	#	scope:newly_created_artifact_1 = {
	#		set_owner = {
	#			target = root
	#			history = {
	#				location = root.capital_province
	#				actor = scope:foreign_official
	#				recipient = root
	#				type = purchased
	#			}
	#		}
	#	}
	#
	#	scope:newly_created_artifact_2 = {
	#		set_owner = {
	#			target = root
	#			history = {
	#				location = root.capital_province
	#				actor = scope:foreign_official
	#				recipient = root
	#				type = purchased
	#			}
	#		}
	#	}
	#	# somebody might want them back
	#	custom_tooltip = bp2_yearly.6070.artifact_warning
	#	hidden_effect = {
	#		random = {
	#			chance = 75
	#			scope:advanced_court_owner = {
	#				add_personal_artifact_claim = scope:newly_created_artifact_1
	#				add_personal_artifact_claim = scope:newly_created_artifact_2
	#			}
	#		}
	#	}
	#	#so they don't get destroyed
	#	add_character_flag = chose_artifacts
	#
	#	add_courtier = scope:foreign_official
	#	every_vassal = {
	#		limit = {
	#			OR = {
	#				has_vassal_stance = courtly
	#				has_vassal_stance = parochial
	#			}
	#		}
	#		custom =  custom.every_parochial_or_courtly_vassal
	#		add_opinion = {
	#			target = root
	#			modifier = hate_opinion
	#			opinion = -25
	#		}
	#	}
	#	pay_short_term_gold = {
	#		target = scope:foreign_official
	#		gold = monumental_gold_value
	#	}
	#
	#	
	#
	#	if = {
	#		limit = {
	#			culture.culture_head = root
	#		}
	#		adopt_cultural_fashion_effect = yes
	#	}
	#
	#	custom_tooltip = bp2_yearly.6050.reform_path
	#	change_variable = {
	#		name = reform_counter
	#		add = 1
	#	}
	#	# make it possible to get new social traditions in the tradition event
	#	add_character_flag = foreign_social_reforms
	#
	#	stress_impact = {
	#		arrogant = minor_stress_impact_loss
	#		just = medium_stress_impact_gain
	#		humble = medium_stress_impact_gain
	#		honest = minor_stress_impact_gain
	#		content = minor_stress_impact_gain
	#	}
	#	ai_chance = {
	#		base = 10
	#		ai_value_modifier = {
	#			ai_honor = -1
	#			ai_boldness = 1
	#		}
	#		 modifier = {
	#			factor = 0
	#			OR = {
	#				has_trait = just
	#				has_trait = humble
	#				has_trait = honest
	#				has_trait = content
	#			}
	#		}
	#	}
	#}

	#It's language that will change our fortunes
	option = {
		name = bp2_yearly.6070.c
		flavor = bp2_yearly.6070.c.tt
		
		scope:newly_created_artifact = {
			add_artifact_history = {
				type = given
				actor = scope:foreign_official
				recipient = root
			}
		}
		scope:newly_created_artifact = {
			set_owner = root
		}
		#so it doesn't get destroyed
		add_character_flag = chose_book


		scope:advanced_court_owner = {
			add_opinion = {
				target = root
				opinion = 20
				modifier = friendliness_opinion
			}
		}

		if = {
			limit = {
				NOT = {
					knows_language_of_culture = scope:advanced_culture
				}
			}
			learn_language_of_culture = scope:advanced_culture
		}
		if = {
			limit = {
				primary_heir ?= {
					age > 5
					opinion = {
						target = root
						value >= 50
					}
					NOT = {
						knows_language_of_culture = scope:advanced_culture
					}
				}
			}
			primary_heir = {
				learn_language_of_culture = scope:advanced_culture
			}
		}
		
		#make it super cheap to change court language
		custom_tooltip = bp2_yearly.6070.court_language_discount
		add_character_flag = foreign_language_reformer
		
		add_courtier = scope:foreign_official

		pay_short_term_gold = {
			target = scope:foreign_official
			gold = medium_gold_value
		} 
		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		# make it possible to get new social traditions in the tradition event
		add_character_flag = foreign_social_reforms

		

		if = {
			limit = {
				NOT = {
					scope:advanced_culture = {
						has_same_culture_language = root.culture
					} 
				}
			}
			stress_impact = {
				scholar = medium_stress_impact_loss
				lifestyle_traveler = medium_stress_impact_loss
				intellect_good_3 = medium_stress_impact_loss
				diplomat = medium_stress_impact_loss
				diligent = minor_stress_impact_loss
				base = major_stress_impact_gain
				lazy = medium_stress_impact_gain
				impatient = medium_stress_impact_gain
				arrogant = minor_stress_impact_gain
			}
		}
		else = {
			stress_impact = {
				scholar = miniscule_stress_impact_loss
				intellect_good_3 = miniscule_stress_impact_loss
				diplomat = miniscule_stress_impact_loss
				base = minor_stress_impact_gain
				lazy = medium_stress_impact_gain
				impatient = medium_stress_impact_gain
				arrogant = minor_stress_impact_gain
			}
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_energy = 1
				ai_rationality = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = lazy
					has_trait = impatient
					has_trait = arrogant
				}
			}
		}
	}

	#This desperate imitation is kinda turning my stomach
	option = {
		name = bp2_yearly.6070.d
		flavor = bp2_yearly.6070.d.tt

		scope:foreign_official = {
			pay_short_term_gold = {
				target = root
				gold = root.medium_gold_value
			}
		}

		rightfully_imprison_character_effect = { 
			TARGET = scope:foreign_official 
			IMPRISONER = root
		}

		every_vassal = {
			limit = {
				has_vassal_stance = courtly
			}
			custom = custom.every_courtly_vassal
			add_opinion = {
				target = root
				modifier = respect_opinion
				opinion = 25
			}
		}
		
		custom_tooltip = bp2_yearly.6050.reaffirmation_path
		change_variable = {
			name = reaffirmation_counter
			add = 1
		}

		add_character_flag = rejecting_foreign_social_reforms

		stress_impact = {
			fickle = miniscule_stress_impact_loss
			trusting = medium_stress_impact_gain
			forgiving = minor_stress_impact_gain
			compassionate = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_honor = 1
				ai_vengefulness = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = trusting
					has_trait = forgiving
					has_trait = compassionate
				}
			}
		}
	}
	after = {
		if = {
			limit = {
				scope:foreign_official ?= {
					NOR = {
						is_courtier_of = root
						is_imprisoned_by = root
					}
				}
			}
			scope:foreign_official = {
				silent_disappearance_effect = yes
			}
		}
		hidden_effect = {
			if = {
				limit = {
					exists = scope:newly_created_artifact_1
					#NOT = { has_character_flag = chose_artifacts } #EK DISABLED
				}
				destroy_artifact = scope:newly_created_artifact_1
			}
			if = {
				limit = {
					exists = scope:newly_created_artifact_2
					#NOT = { has_character_flag = chose_artifacts } #EK DISABLED
				}
				destroy_artifact = scope:newly_created_artifact_2
			}
			if = {
				limit = {
					exists = scope:newly_created_artifact
					NOT = { has_character_flag = chose_book }
				}
				destroy_artifact = scope:newly_created_artifact
			}
			#remove_character_flag ?= chose_artifacts #EK DISABLED
			remove_character_flag ?= chose_book
		}
	}
}

#####################################
# Where the Knights Know Peace 		#
# by Chad Uhl & Jason Cantalini		#
# 6200								#
#####################################

scripted_trigger bp2_yearly_6200_basic_knight = {
	is_imprisoned = no
	is_incapable = no
	NOT = { exists = involved_activity }
	opinion = {
		target = root
		value > -80
	}
	highest_held_title_tier < tier_county
	is_ai = yes
	NOR = {
		this = scope:hostage
		this = scope:home_court
	}
}

# Fired from the on_war_started_on_action
bp2_yearly.6200 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6200.t
	desc = bp2_yearly.6200.desc
	theme = hostage

	override_background = {
		reference = army_camp
	}
	
	left_portrait = {
		character = root
		animation = marshal
	}
	right_portrait = {
		character = scope:hostage
		animation = throne_room_bow_2
	}
	lower_left_portrait = scope:target_knight
	lower_right_portrait = scope:hostage.home_court

	trigger = {
		scope:hostage = {
			is_alive = yes
		}
		is_alive = yes
	}

	immediate = {
		if = {
			limit = {
				any_knight = {
					bp2_yearly_6200_basic_knight = yes
					is_commanding_army = no
					opinion = {
						target = root
						value >= 0
					}
				}
			}
			random_knight = {
				limit = {
					bp2_yearly_6200_basic_knight = yes
					is_commanding_army = no
					opinion = {
						target = root
						value >= 0
					}
				}
				save_scope_as = target_knight
			}
		}
		else_if = {
			limit = {
				any_knight = {
					bp2_yearly_6200_basic_knight = yes
				}
			}
			random_knight = {
				limit = {
					bp2_yearly_6200_basic_knight = yes 
				}
				save_scope_as = target_knight
			}
		}
	}

	option = { # Send normal
		name = bp2_yearly.6200.a
		flavor = bp2_yearly.6200.a.tt
		scope:hostage = {
			start_travel_plan = {
				destination = home_court.capital_province
				on_arrival_event = bp2_yearly.6201
			}
		}
		custom_tooltip = bp2_yearly.6200.hostage_travel
		custom_tooltip = bp2_yearly.6200.war_positive
		custom_tooltip = bp2_yearly.6200.hostage_warning

		stress_impact = {
			arrogant = minor_stress_impact_gain
			paranoid = minor_stress_impact_gain
			stubborn = minor_stress_impact_gain
		}

		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = stubborn
					has_trait = paranoid
				}
			}
		}
	}

	option = { # Send with gift 
		name = bp2_yearly.6200.b
		flavor = bp2_yearly.6200.b.tt
		scope:hostage = {
			start_travel_plan = {
				destination = home_court.capital_province
				on_arrival_event = bp2_yearly.6201
			}
			set_variable = {
				name = hostage_aid_request_gold
				value = root.major_gold_value
			}
		}
		remove_short_term_gold = major_gold_value
		custom_tooltip = bp2_yearly.6200.hostage_travel
		custom_tooltip = bp2_yearly.6200.war_very_positive
		custom_tooltip = bp2_yearly.6200.hostage_warning		

		stress_impact = {
			arrogant = medium_stress_impact_gain
			greedy = medium_stress_impact_gain
			paranoid = minor_stress_impact_gain
			stubborn = minor_stress_impact_gain
		}

		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = greedy
					has_trait = stubborn
					has_trait = paranoid
				}
			}
		}
	}
	
	option = { # Send with knight 
		name = bp2_yearly.6200.c
		flavor = bp2_yearly.6200.c.tt
		show_as_unavailable = {
			NOT = {
				any_knight = {
					bp2_yearly_6200_basic_knight = yes
					is_commanding_army = no
					opinion = {
						target = root
						value >= 0
					}
				}
			}
		}
		custom_tooltip = bp2_yearly.6200.hostage_travel_knight
		custom_tooltip = bp2_yearly.6200.hostage_positive
		custom_tooltip = bp2_yearly.6200.hostage_warning
		custom_tooltip = bp2_yearly.6200.imprison_warning
		
		scope:hostage = {
			start_travel_plan = {
				destination = home_court.capital_province
				on_arrival_event = bp2_yearly.6201
			}
			set_variable = {
				name = hostage_aid_request_chaperone
				value = scope:target_knight
			}
		}
		scope:target_knight = {
			start_travel_plan = {
				destination = scope:hostage.home_court.capital_province
			}
		}

		stress_impact = {
			arrogant = minor_stress_impact_gain
			trusting = medium_stress_impact_gain
			stubborn = minor_stress_impact_gain
		}

		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = trusting
					has_trait = stubborn
				}
			}
		}
	}

	option = { # Don't send 
		name = bp2_yearly.6200.d
		flavor = bp2_yearly.6200.d.tt

		scope:hostage = {
			add_opinion = {
				target = root
				modifier = hurt_opinion
				opinion = -15
			}
		}

		stress_impact = {
			craven = medium_stress_impact_gain
			trusting = minor_stress_impact_gain
		}

		ai_chance = {
			base = 20
			modifier = {
				factor = 0
				OR = {
					has_trait = craven
					has_trait = trusting
				}
			}
		}
	}
}

# Arrival event where we delay the travel plan and decide what happens 
bp2_yearly.6201 = {
	hidden = yes 

	immediate = {
		if = { # Ensure the warden hasn't died in the war
			limit = {
				exists = warden 
				warden = {
					is_alive = yes
					is_participant_in_war = scope:war
					is_imprisoned = no
				}
				is_alive = yes
			}
			if = {
				limit = {
					home_court = { is_ai = yes }
				}
				# Decide how the home court owner will respond
				random_list = {
					10 = { # Home Court Joins War
						trigger = {
							home_court = { 
								NOR = {
									liege = scope:attacker
									top_liege = scope:attacker
									any_vassal = {
										this = scope:attacker
										this = scope:hostage.warden
									}
								}
							}
						}
						set_variable = {
							name = home_court_response
							value = flag:join_war
						}

						# Modifiers
						modifier = {
							add = 10
							home_court = {
								OR = {
									opinion = {
										target = scope:attacker 
										value < -20
									}
									has_relation_rival = scope:attacker 
								}
							}
						}
						modifier = {
							add = 10
							home_court = {
								opinion = {
									target = scope:defender
									value > 20
								}
							}
						}
						modifier = {
							add = 20
							home_court = {
								OR = {
									has_relation_friend = scope:defender
									has_relation_best_friend = scope:defender
								}
							}
						}
						modifier = {
							add = 30 
							home_court = {
								OR = {
									has_relation_nemesis = scope:attacker
									has_relation_rival = scope:attacker
								}
							}
						}
						modifier = {
							factor = 0 
							home_court = { is_at_war = yes }
						}
						modifier = {
							add = 30 
							has_variable = hostage_aid_request_gold
						}
						modifier = {
							add = 10
							scope:hostage = {
								diplomacy > 10
							}
						}
					}
					40 = { # Home Court Provides Assistance
						set_variable = {
							name = home_court_response
							value = flag:assist
						}
						modifier = {
							add = 10
							scope:hostage = {
								diplomacy > 10
							}
						}
						modifier = {
							add = 10 
							has_variable = hostage_aid_request_gold
						}
					}			
					50 = { # Home Court Declines
						set_variable = {
							name = home_court_response
							value = flag:decline
						}
						modifier = {
							add = 30 
							home_court = { has_relation_friend = scope:attacker }
						}
						modifier = {
							add = 30
							home_court = {
								OR = {
									liege = scope:attacker
									top_liege = scope:attacker
								}
							}
						}
					}
				}
				random_list = {
					40 = { # Home Court keeps Hostage
						trigger = { scope:hostage.var:home_court_response = flag:decline }
						set_variable = {
							name = home_court_hostage_action
							value = flag:keep
						}
						modifier = {
							add = -30
							has_variable = hostage_aid_request_chaperone
						}
						modifier = {
							add = 20
							home_court = {
								OR = {
									has_relation_rival = scope:defender
									has_relation_nemesis = scope:defender
								}
							}
						}
					}
					60 = { # Home Court does not keep Hostage
						set_variable = {
							name = home_court_hostage_action
							value = flag:dont_keep
						}
						modifier = {
							add = 10
							home_court = {
								opinion = {
									target = scope:defender
									value > 20
								}
							}
						}
						modifier = {
							add = 10
							home_court = {
								OR = {
									has_relation_friend = scope:defender
									has_relation_best_friend = scope:defender
								}
							}
						}
					}
				}
				# Fire letter event to warden that the hostage has arrived
				warden = {
					trigger_event = bp2_yearly.6202
				}
				# Delay travel plan 
				current_travel_plan = {
					delay_travel_plan = { days = 20 }
				}
				#delay knight's travel plan
				scope:target_knight ?= {
					current_travel_plan = {
						delay_travel_plan = { days = 20 }
					}
				}
				# Set up the event telling the warden of the home court decision
				warden = {
					trigger_event = { id = bp2_yearly.6203 days = 19 }
				}
			}
			else = { # If the home court character is a player, we let them decide how to respond
				save_scope_as = target_hostage
				# Fire letter event to warden that the hostage has arrived
				warden = {
					trigger_event = bp2_yearly.6202
				}
				# Delay travel plan 
				current_travel_plan = {
					delay_travel_plan = { days = 20 }
				}
				#delay knight's travel plan
				scope:target_knight ?= {
					current_travel_plan = {
						delay_travel_plan = { days = 20 }
					}
				}
				home_court = {
					trigger_event = { id = bp2_yearly.6204 days = 18 }
				}
			}
		}
	}
}

# Letter Event informing the warden that the hostage has arrived 
bp2_yearly.6202 = {
	type = letter_event
	opening = bp2_yearly.6202.t
	desc = {
		desc = bp2_yearly.6202.opening		
		random_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						scope:hostage.var:home_court_hostage_action = flag:dont_keep
						scope:hostage.var:home_court_response = flag:assist
						scope:hostage.var:home_court_response = flag:join_war
					}
				}
				desc = bp2_yearly.6202.assembled_nobles
			}
			triggered_desc = {
				trigger = {
					OR = {
						scope:hostage.var:home_court_hostage_action = flag:dont_keep
						scope:hostage.var:home_court_response = flag:decline
						scope:hostage.var:home_court_response = flag:assist
						#this is the only one that triggers between players
						scope:warden = { is_ai = no }
					}
				}
				desc = bp2_yearly.6202.impatient
			}
			triggered_desc = {
				trigger = {
					OR = {
						scope:hostage.var:home_court_hostage_action = flag:keep
						scope:hostage.var:home_court_response = flag:decline
						scope:hostage.var:home_court_response = flag:assist
					}
				}
				desc = bp2_yearly.6202.nostalgia
			}
		}
		random_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						scope:hostage.var:home_court_response = flag:assist
						scope:hostage.var:home_court_response = flag:join_war
					}
				}
				desc = bp2_yearly.6202.received_empathy
			}
			triggered_desc = {
				trigger = {
					OR = {
						scope:hostage.var:home_court_hostage_action = flag:dont_keep
						scope:hostage.var:home_court_response = flag:assist
						scope:hostage.var:home_court_response = flag:join_war
						scope:hostage.var:home_court_response = flag:decline
					}
				}
				desc = bp2_yearly.6202.received_debate
			}
			triggered_desc = {
				trigger = {
					OR = {
						scope:hostage.var:home_court_hostage_action = flag:keep
						scope:hostage.var:home_court_response = flag:decline
						scope:hostage.var:home_court_response = flag:dont_keep
						scope:hostage.var:home_court_response = flag:assist
						#this is the only one that triggers between players
						scope:warden = { is_ai = no }
					}
				}
				desc = bp2_yearly.6202.received_apathy
			}
			triggered_desc = {
				trigger = {
					OR = {
						scope:hostage.var:home_court_hostage_action = flag:keep
						scope:hostage.var:home_court_response = flag:decline
					}
				}
				desc = bp2_yearly.6202.received_scorn
			}
		}
		random_valid = {
			triggered_desc = {
				trigger = {
					scope:hostage.var:home_court_hostage_action = flag:keep
					scope:hostage.var:home_court_response = flag:assist
				}
				desc = bp2_yearly.6202.want_to_return
			}
			triggered_desc = {
				trigger = {
					OR = {
						scope:hostage.var:home_court_hostage_action = flag:dont_keep
						scope:hostage.var:home_court_response = flag:assist
						scope:hostage.var:home_court_response = flag:join_war
						scope:hostage.var:home_court_response = flag:decline
						scope:hostage.var:home_court_hostage_action = flag:keep
						#this is the only one that triggers between players
						scope:warden = { is_ai = no }
					}
				}
				desc = bp2_yearly.6202.awaiting
			}
			triggered_desc = {
				trigger = {
					OR = {
						scope:hostage.var:home_court_hostage_action = flag:keep
						scope:hostage.var:home_court_response = flag:decline
						scope:hostage.var:home_court_response = flag:dont_keep
						scope:hostage.var:home_court_response = flag:assist
						scope:hostage.var:home_court_response = flag:join_war
					}
				}
				desc = bp2_yearly.6202.want_to_stay
			}
			triggered_desc = {
				trigger = {
					OR = {
						scope:hostage.var:home_court_hostage_action = flag:keep
						scope:hostage.var:home_court_response = flag:decline
						scope:hostage.var:home_court_response = flag:assist
					}
				}
				desc = bp2_yearly.6202.fears_returning
			}
		}
	}
			

	sender = scope:hostage

	trigger = {
		is_participant_in_war = scope:war
	}

	immediate = {
	
	}

	option = { 
		name = bp2_yearly.6202.a
		ai_chance = {
			base = 10
		}
	}
}


# Letter Event giving the Warden the Home Court's answer
bp2_yearly.6203 = {
	type = letter_event
	opening = bp2_yearly.6203.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:hostage.var:home_court_response = flag:join_war
				}
				desc = bp2_yearly.6203.join_war
			}
			triggered_desc = {
				trigger = {
					scope:hostage.var:home_court_response = flag:assist
				}
				desc = bp2_yearly.6203.assist
			}
			triggered_desc = {
				trigger = {
					scope:hostage.var:home_court_response = flag:decline
					exists = scope:home_court_joins_as_attacker
				}
				desc = bp2_yearly.6203.betray
			}
			triggered_desc = {
				trigger = {
					scope:hostage.var:home_court_response = flag:decline
				}
				desc = bp2_yearly.6203.decline
			}
		}
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:hostage.var:home_court_hostage_action = flag:dont_keep
					exists = scope:target_knight
					scope:target_knight = {
						is_alive = yes
						is_imprisoned = no
						liege = root
					}
				}
				desc = bp2_yearly.6203.dont_keep_knight
			}
			triggered_desc = {
				trigger = {
					scope:hostage.var:home_court_hostage_action = flag:dont_keep
				}
				desc = bp2_yearly.6203.dont_keep
			}
			triggered_desc = {
				trigger = {
					scope:hostage.var:home_court_hostage_action = flag:keep
				}
				desc = bp2_yearly.6203.keep
			}
		}
	}

	sender = scope:hostage

	trigger = {
		is_participant_in_war = scope:war
	}

	immediate = {
		if = {
			limit = {
				scope:hostage.home_court = { is_ai = yes }
			}
			switch = {
				trigger = scope:hostage.var:home_court_response
				flag:join_war = {
					play_music_cue = mx_cue_positive_effect
					scope:war = {
						add_defender = scope:hostage.home_court
					}
					# Keep money if you sent a gift
					if = {
						limit = { scope:hostage = { has_variable = hostage_aid_request_gold } }
						scope:hostage.home_court = {
							add_gold = scope:hostage.var:hostage_aid_request_gold
						}
					}
				}
				flag:assist = {
					play_music_cue = mx_cue_positive_effect
					set_variable = {
						name = bp2_yearly_6203_army_name_origin
						value = scope:hostage
					}
					# Your armies await
					spawn_army = {
						name = bp2_yearly_6203_army_name
						uses_supply = yes
						levies = bp2_yearly_6203_levy_size
						men_at_arms = {
							type = light_footmen
							stacks = bp2_yearly_6203_skirmishers_size
						}
						# can't spawn units over water. Will be possible on FP3
						location = scope:hostage.home_court.capital_province
						war = scope:war
					}
				}
				flag:decline = {}
			}

			switch = {
				trigger = scope:hostage.var:home_court_hostage_action
				flag:keep = {
					# Righteously imprison the knight with them if they are
					save_scope_as = actor
					scope:hostage.home_court = { save_scope_as = recipient }
					if = {
						limit = { scope:hostage = { has_variable = hostage_aid_request_chaperone  } }
						hidden_effect = {
							scope:hostage.var:hostage_aid_request_chaperone = {
								current_travel_plan = { cancel_travel_plan = yes }
							}
						}
						imprison_character_effect = {
							TARGET = scope:hostage.var:hostage_aid_request_chaperone
							IMPRISONER = scope:hostage.home_court
						}
					}
					# End hostageship
					bp2_return_hostage_no_travel_effect = { HOSTAGE = scope:hostage }
					# Keep money if you sent a gift
					if = {
						limit = { scope:hostage = { has_variable = hostage_aid_request_gold } }
						scope:hostage.home_court = {
							add_gold = scope:hostage.var:hostage_aid_request_gold
						}
					}
					if = {
						limit = {
							scope:war = {
								defender_war_score <= 60
							}
						}
						random_list = {
							75 = {}
							25 = { # Home Court joins enemy
								scope:war = { add_attacker = scope:hostage.home_court }
								play_music_cue = mx_cue_war_declared
								root = { save_scope_as = home_court_joins_as_attacker }
							}
						}
					}
				}
				flag:dont_keep = {}
			}
		}
		else = { # If the home court is a player, we still show the effects of their decision as a tooltip, but we don't run them again
			show_as_tooltip = {
				switch = {
					trigger = scope:hostage.var:home_court_response
					flag:join_war = {
						play_music_cue = mx_cue_positive_effect
						scope:war = {
							add_defender = scope:hostage.home_court
						}
						# Keep money if you sent a gift
						if = {
							limit = { scope:hostage = { has_variable = hostage_aid_request_gold } }
							scope:hostage.home_court = {
								add_gold = scope:hostage.var:hostage_aid_request_gold
							}
						}
					}
					flag:assist = {
						play_music_cue = mx_cue_positive_effect
						set_variable = {
							name = bp2_yearly_6203_army_name_origin
							value = scope:hostage
						}
						# Your armies await
						spawn_army = {
							name = bp2_yearly_6203_army_name
							uses_supply = yes
							levies = bp2_yearly_6203_levy_size
							men_at_arms = {
								type = light_footmen
								stacks = bp2_yearly_6203_skirmishers_size
							}
							# can't spawn units over water. Will be possible on FP3
							location = scope:hostage.home_court.capital_province
							war = scope:war
						}
					}
					flag:decline = {}
				}
				switch = {
					trigger = scope:hostage.var:home_court_hostage_action
					flag:keep = {
						# Righteously imprison the knight with them if they are
						save_scope_as = actor
						scope:hostage.home_court = { save_scope_as = recipient }
						if = {
							limit = { scope:hostage = { has_variable = hostage_aid_request_chaperone } }
							hidden_effect = {
								scope:hostage.var:hostage_aid_request_chaperone = {
									current_travel_plan = { cancel_travel_plan = yes }
								}
							}
							imprison_character_effect = {
								TARGET = scope:hostage.var:hostage_aid_request_chaperone
								IMPRISONER = scope:hostage.home_court
							}
						}
						# End hostageship
						bp2_return_hostage_no_travel_effect = { HOSTAGE = scope:hostage }
						# Keep money if you sent a gift
						if = {
							limit = { scope:hostage = { has_variable = hostage_aid_request_gold } }
							scope:hostage.home_court = {
								add_gold = scope:hostage.var:hostage_aid_request_gold
							}
						}
						if = {
							limit = {
								exists = scope:home_court_joins_as_attacker
							}
							scope:war = { add_attacker = scope:hostage.home_court }
							play_music_cue = mx_cue_war_declared
						}
					}
					flag:dont_keep = {}
				}
			}
		}
	}

	option = { # Grateful response 
		name = bp2_yearly.6203.a
		flavor = bp2_yearly.6203.a.tt
		trigger = {
			scope:hostage.var:home_court_response = flag:join_war
		}
		# progress towards friend
		progress_towards_friend_effect = {
			REASON = friend_hostage_sent_for_aid
			CHARACTER = scope:hostage
			OPINION = default_friend_opinion
		}

		stress_impact = {
			callous = medium_stress_impact_gain
			paranoid = medium_stress_impact_gain
			shy = minor_stress_impact_gain
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_compassion = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = paranoid
					has_trait = shy
					has_trait = arrogant
				}
			}
		}
	}

	option = { # Vengeful response 
		name = bp2_yearly.6203.b
		flavor = bp2_yearly.6203.b.tt
		trigger = {
			scope:hostage.var:home_court_hostage_action = flag:keep
		}
		# rivalry
		progress_towards_rival_effect = {
			REASON = rival_disregarded_plea_for_help
			CHARACTER = scope:home_court
			OPINION = -30
		}
		# positive war modifier for vengeance
		add_character_modifier = {
			modifier = from_victory_vengeance_modifier
			years = 10
		}

		stress_impact = {
			forgiving = major_stress_impact_gain
			compassionate = medium_stress_impact_gain
			calm = minor_stress_impact_gain
			craven = minor_stress_impact_gain
		}
		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_vengefulness = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = forgiving
					has_trait = compassionate
					has_trait = calm
					has_trait = craven
				}
			}
		}
	}

	option = { # Acknowledge
		name = {
			text = {
				first_valid = {
					triggered_desc = {
						trigger = {
							OR = {
								scope:hostage.var:home_court_response = flag:join_war
								scope:hostage.var:home_court_response = flag:assist
							}
						}
						desc = bp2_yearly.6203.c.positive
					}
					triggered_desc = {
						trigger = {
							scope:hostage.var:home_court_response = flag:decline
						}
						desc = bp2_yearly.6203.c.negative
					}
				}
			}
		}
		if = {
			limit = {
				scope:hostage.var:home_court_response = flag:join_war
			}
			add_prestige = medium_prestige_gain
			stress_impact = {
				trusting = minor_stress_impact_gain
				gregarious = minor_stress_impact_gain
			}
		}
		else_if = {
			limit = {
				scope:hostage.var:home_court_hostage_action = flag:keep
			}
			stress_impact = {
				vengeful = medium_stress_impact_gain
				sadistic = minor_stress_impact_gain
				wrathful = minor_stress_impact_gain
				just = minor_stress_impact_gain
			}
		}
		ai_chance = {
			base = 10
			modifier = {
				factor = 0
				OR = {
					scope:hostage.var:home_court_hostage_action = flag:keep
					has_trait = vengeful
					has_trait = sadistic
					has_trait = wrathful
					has_trait = just
				}
			}
			modifier = {
				factor = 0
				OR = {
					scope:hostage.var:home_court_response = flag:join_war
					has_trait = trusting
					has_trait = gregarious
				}
			}
		}
	}

	after = {
		# Clean up the variables
		if = {
			limit = { has_variable = bp2_yearly_6203_army_name_origin }
			remove_variable = bp2_yearly_6203_army_name_origin
		}
		scope:hostage = {
			if = {
				limit = { has_variable = hostage_aid_request_gold }
				remove_variable = hostage_aid_request_gold
			}
			if = {
				limit = { has_variable = hostage_aid_request_chaperone }
				remove_variable = hostage_aid_request_chaperone
			}
			if = {
				limit = { has_variable = home_court_response }
				remove_variable = home_court_response
			}
			if = {
				limit = { has_variable = home_court_hostage_action }
				remove_variable = home_court_hostage_action
			}
		}
	}
}

# Bilateral event for a player character home court where the player gets to decide if they will help out their hostage's warden in the war
bp2_yearly.6204 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6204.t
	desc = {
		desc = bp2_yearly.6204.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:hostage = {
						has_variable = hostage_aid_request_gold
					}
				}
				desc = bp2_yearly.6204.desc_gift
			}
			triggered_desc = {
				trigger = {
					scope:hostage = {
						has_variable = hostage_aid_request_chaperone
					}
					scope:target_knight ?= {
						is_alive = yes
						is_imprisoned = no
					}
				}
				desc = bp2_yearly.6204.desc_chaperone
			}
			desc = bp2_yearly.6204.desc_none
		}
		desc = bp2_yearly.6204.desc_outro
	}
	theme = hostage
	override_background = { reference = courtyard }
	
	left_portrait = {
		character = root
		animation = personality_honorable
	}
	right_portrait = {
		character = scope:hostage
		triggered_animation = {
			trigger = {
				NOT = {
					scope:hostage = {
						has_variable = hostage_aid_request_chaperone
					}
				}
			}
			animation = throne_room_messenger_3
		}
		animation = beg
	}
	lower_center_portrait = {
		trigger = {
			scope:hostage = {
				has_variable = hostage_aid_request_chaperone
			}
		}
		character = scope:target_knight
	}
	lower_right_portrait = {
		character = scope:warden
	}
	lower_left_portrait = {
		character = scope:attacker
	}

	immediate = {
		scope:hostage.warden = {
		 	save_scope_as = warden
		}
		if = {
			limit = {
				scope:hostage = {
					has_variable = hostage_aid_request_gold
				}
			}
			root = {
				add_gold = scope:hostage.var:hostage_aid_request_gold
			}
		}
	}

	option = { # Join the War
		name = bp2_yearly.6204.a
		flavor = bp2_yearly.6204.a.tt
		trigger = {
			NOR = {
				liege = scope:attacker
				top_liege = scope:attacker
				any_vassal = {
					this = scope:attacker
					this = scope:warden
				}
			}
		}
		scope:hostage = {
			set_variable = {
				name = home_court_response
				value = flag:join_war
			}
			set_variable = {
				name = home_court_hostage_action
				value = flag:dont_keep
			}
		}
		scope:war = {
			add_defender = root
		}
		add_character_modifier = {
			modifier = a_noble_fight_modifier
			years = 5
		}
		reverse_add_opinion = {
			target = scope:hostage.warden
			opinion = 30
			modifier = grateful_opinion
		}
		reverse_add_opinion = {
			target = scope:hostage
			opinion = 30
			modifier = grateful_opinion
		}

		# Fire the event letting the warden know of the decision
		# This is also where the actual effects are run
		scope:hostage.warden = {
			trigger_event = {
				id = bp2_yearly.6203
				days = 1
			}
		}
		stress_impact = {
			craven = medium_stress_impact_gain
			content = medium_stress_impact_gain
			callous = minor_stress_impact_gain
			calm = miniscule_stress_impact_gain
			paranoid = minor_stress_impact_gain
		}
	}

	option = { # Just provide assistance
		name = bp2_yearly.6204.b
		flavor = bp2_yearly.6204.b.tt
		capital_county = {
			change_county_control = 15
		}
		reverse_add_opinion = {
			target = scope:hostage.warden
			opinion = 20
			modifier = grateful_opinion
		}
		reverse_add_opinion = {
			target = scope:hostage
			opinion = 20
			modifier = grateful_opinion
		}
		scope:hostage = {
			set_variable = {
				name = home_court_response
				value = flag:assist
			}
			set_variable = {
				name = home_court_hostage_action
				value = flag:dont_keep
			}
			warden = {
				set_variable = {
					name = bp2_yearly_6203_army_name_origin
					value = scope:hostage
				}
				# spawn some armies
				spawn_army = {
					name = bp2_yearly_6203_army_name
					uses_supply = yes
					levies = bp2_yearly_6203_levy_size
					men_at_arms = {
						type = light_footmen
						stacks = bp2_yearly_6203_skirmishers_size
					}
					location = scope:hostage.location
					war = scope:war
				}
			}
		}
		remove_short_term_gold = medium_gold_value

		# Fire the event letting the warden know of the decision
		# This is also where the actual effects are run
		scope:hostage.warden = {
			trigger_event = bp2_yearly.6203
		}
		stress_impact = {
			brave = miniscule_stress_impact_gain
			just = minor_stress_impact_gain
			greedy = medium_stress_impact_gain
		}
	}
	
	option = { # Decline
		name = bp2_yearly.6204.c
		flavor = bp2_yearly.6204.c.tt
		scope:hostage = {
			set_variable = {
				name = home_court_response
				value = flag:decline
			}
		}
		add_character_modifier = {
			modifier = peace_over_honor_modifier
			years = 10
		}
		reverse_add_opinion = {
			target = scope:hostage
			opinion = -30
			modifier = disappointed_opinion
		}
		if = {
			limit = {
				scope:hostage = {
					has_variable = hostage_aid_request_gold
					NOR = {
						has_relation_friend = scope:hostage.warden
						has_relation_best_friend = scope:hostage.warden
					}
				}
			}
			reverse_add_opinion = {
				target = scope:hostage.warden
				opinion = -20
				modifier = disappointed_opinion
			}
		}
		#decide whether to return hostage event
		trigger_event = bp2_yearly.6205
		if = {
			limit = {
				OR = {
					has_relation_friend = scope:hostage.warden
					has_relation_best_friend = scope:hostage.warden
				}
			}
			reverse_add_opinion = {
				target = scope:hostage.warden
				opinion = -40
				modifier = disappointed_opinion
			}
			stress_impact = {
				base = minor_stress_impact_gain
				compassionate = medium_stress_impact_gain
				generous = medium_stress_impact_gain
				loyal = minor_stress_impact_gain
				diligent = miniscule_stress_impact_gain
				brave = minor_stress_impact_gain
			}
		}
		else = {
			stress_impact = {
				content = miniscule_stress_impact_loss
				compassionate = medium_stress_impact_gain
				generous = medium_stress_impact_gain
				diligent = miniscule_stress_impact_gain
				brave = minor_stress_impact_gain
			}
		}
	}
}

# Oh? I could just take my hostage back
bp2_yearly.6205 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6205.t
	desc = {
		desc = bp2_yearly.6205.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:hostage = {
						has_variable = hostage_aid_request_gold
					}
				}
				desc = bp2_yearly.6205.desc_none
			}
			triggered_desc = {
				trigger = {
					scope:hostage = {
						has_variable = hostage_aid_request_chaperone
					}
					scope:target_knight ?= {
						is_alive = yes
						is_imprisoned = no
					}
				}
				desc = bp2_yearly.6205.desc_chaperone
			}
			desc = bp2_yearly.6205.desc_none
		}
		desc = bp2_yearly.6205.desc_outro
	}
	theme = hostage
	override_background = {
		trigger = {
			root.location = { graphical_wilderness_desert_trigger = yes }
		}
		reference = wilderness_desert
	}
	override_background = {
		trigger = {
			root.location = {
				OR = {
					terrain = forest
					terrain = taiga
				}
				#EK EDIT
				NOR = {
					geographical_region = mundus_tamriel_elsweyr
					geographical_region = mundus_tamriel_valenwood
				}
				#EK EDIT END
			}
		}
		reference = ep2_hunt_forest_hut
	}
	override_background = {
		trigger = {
			root.location = {
				OR = {
					terrain = forest
					terrain = taiga
				}
				#EK EDIT
				OR = {
					geographical_region = mundus_tamriel_elsweyr
					geographical_region = mundus_tamriel_valenwood
				}
				#EK EDIT END
			}
		}
		reference = wilderness_forest
	}
	override_background = {
		trigger = {
			root.location = { graphical_wilderness_jungle_trigger = yes }
		}
		reference = wilderness_jungle
	}

	override_background = {
		trigger = {
			root.location = { graphical_wilderness_steppe_trigger = yes }
		}
		reference = ep2_travel_settlement_steppe
	}
	override_background = {
		trigger = {
			root.location = { graphical_wilderness_desert_trigger = yes }
		}
		reference = ep2_travel_settlement_desert
	}
	override_background = {
		trigger = {
			root.location = { graphical_hills_trigger = yes }
		}
		reference = ep2_travel_settlement_hills
	}
	override_background = {
		trigger = {
			root.location = { graphical_wilderness_mountains_trigger = yes }
		}
		reference = ep2_travel_settlement_mountains
	}
	override_background = {
		trigger = {
			root.location = {
				OR = {
					terrain = farmlands
					terrain = plains
					terrain = floodplains
				}
			}
		}
		reference = ep2_travel_settlement_farm
	}
	override_background = {
		reference = terrain
	}
	
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					has_trait = craven
					has_trait = compassionate
					has_trait = forgiving
				}
			}
			animation = personality_coward
		}
		animation = personality_vengeful
	}
	right_portrait = {
		character = scope:hostage
		animation = jockey_idle
		camera = camera_event_horse_right
	}
	lower_left_portrait = {
		character = scope:attacker
	}
	lower_right_portrait = {
		character = scope:warden
	}
	lower_center_portrait = {
		trigger = {
			scope:hostage = {
				has_variable = hostage_aid_request_chaperone
			}
		}
		character = scope:target_knight
	}

	immediate = {
		#saving scopes for return effect
		scope:hostage.warden = { save_scope_as = actor }
		save_scope_as = recipient
	}

	option = { # Keep hostage 
		name = bp2_yearly.6205.a
		scope:hostage = {
			set_variable = {
				name = home_court_hostage_action
				value = flag:keep
			}
		}
		# End hostageship
		bp2_return_hostage_no_travel_effect = { HOSTAGE = scope:hostage }
		every_close_family_member = {
			custom = all_close_family_members
			add_opinion = {
				target = root
				modifier = loyalty_opinion
				opinion = 15
			}
		}
		#Imprison the knight with them if they are
		if = {
			limit = { scope:hostage = { has_variable = hostage_aid_request_chaperone } }
			imprison_character_effect = {
				TARGET = scope:hostage.var:hostage_aid_request_chaperone
				IMPRISONER = root
			}
		}
		reverse_add_opinion = {
			target = scope:hostage.warden
			opinion = -30
			modifier = stole_hostage_opinion
		}
		scope:hostage.warden = {
			trigger_event = bp2_yearly.6203
		}
		stress_impact = {
			paranoid = minor_stress_impact_loss
			compassionate = minor_stress_impact_loss
			trusting = minor_stress_impact_gain
			just = medium_stress_impact_gain
			humble = miniscule_stress_impact_gain
			honest = miniscule_stress_impact_gain
		}
	}

	option = { # Keep hostage and join war as attacker
		trigger = {
			NOR = {
				liege = scope:hostage.warden
				top_liege = scope:hostage.warden
				any_vassal = {
					this = scope:hostage.warden
					this = scope:attacker
				}
			}
		}
		name = bp2_yearly.6205.b
		scope:war = { add_attacker = root }
		add_character_modifier = {
			modifier = aggressive_unpredictable_modifier
			years = 10
		}
		scope:hostage = {
			set_variable = {
				name = home_court_hostage_action
				value = flag:keep
			}
		}
		# End hostageship
		bp2_return_hostage_no_travel_effect = { HOSTAGE = scope:hostage }
		#Imprison the knight with them if they are
		if = {
			limit = { scope:hostage = { has_variable = hostage_aid_request_chaperone } }
			imprison_character_effect = {
				TARGET = scope:hostage.var:hostage_aid_request_chaperone
				IMPRISONER = root
			}
		}
		if = {
			limit = {
				has_character_modifier = peace_over_honor_modifier
			}
			remove_character_modifier = peace_over_honor_modifier
		}
		reverse_add_opinion = {
			target = scope:hostage.warden
			opinion = -50
			modifier = stole_hostage_opinion
		}
		root = { save_scope_as = home_court_joins_as_attacker }
		scope:warden = {
			trigger_event = bp2_yearly.6203
		}
		stress_impact = {
			vengeful = medium_stress_impact_loss
			wrathful = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			fickle = minor_stress_impact_loss
			disloyal = minor_stress_impact_loss
			compassionate = medium_stress_impact_gain
			forgiving = major_stress_impact_gain
			just = medium_stress_impact_gain
			trusting = minor_stress_impact_gain
			content = miniscule_stress_impact_gain
			humble = minor_stress_impact_gain
			calm = minor_stress_impact_gain
			loyal = minor_stress_impact_gain
		}
	}

	option = { # Don't keep hostage
		name = bp2_yearly.6205.c
		scope:hostage = {
			set_variable = {
				name = home_court_hostage_action
				value = flag:dont_keep
			}
		}
		every_close_family_member = {
			custom = all_close_family_members
			add_opinion = {
				target = root
				modifier = estranged_opinion
				opinion = -10
			}
		}
		scope:hostage.warden = {
			trigger_event = bp2_yearly.6203
		}
		if = {
			limit = {
				OR = {
					has_trait = callous
					has_trait = sadistic
				}
			}
			stress_impact = {
				vengeful = minor_stress_impact_gain
				wrathful = minor_stress_impact_gain
				paranoid = miniscule_stress_impact_gain
			}
		}
		else = {
			stress_impact = {
				base = minor_stress_impact_gain
				compassionate = minor_stress_impact_gain
				vengeful = minor_stress_impact_gain
				wrathful = minor_stress_impact_gain
				paranoid = minor_stress_impact_gain
			}
		}
	}
}

#####################################
# Bulgarian Blood  	   				#
# by Jason Cantalini				#
# 6080							 	#
#####################################

scripted_trigger bp2_yearly_6080_vassal = {
	is_imprisoned = no
	age > 13
	is_at_war = no
	opinion = {
		target = root
		value < 0
	}
	is_ai = yes
}

# You are about to get some sweet foreign mercenary bodyguards... and it's a breaking point for your resentful nobility
bp2_yearly.6080 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6080.t
	desc = bp2_yearly.6080.desc
			
	theme = war
	override_background = {
		reference = courtyard
	}
	left_portrait = {
		character = root
		animation = disbelief
	}

	right_portrait = {
		character = scope:angry_vassal
		animation = anger
	}

	lower_right_portrait = {
		character = scope:foreign_mercenary_1
	}

	lower_left_portrait = {
		character = scope:foreign_mercenary_2
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		basic_is_valid_for_yearly_events_trigger = yes

		NOT = { has_character_flag = had_event_bp2_yearly_6080 }
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		any_vassal = {
			bp2_yearly_6080_vassal = yes
			NOT = {
				culture = scope:temp_advanced_culture
			}
		}
	}

	weight_multiplier = {
		base = 1
		#If you got this event before and chose to delay it for later, this should pretty much ensure you will get the event again
		modifier = {
			factor = 2
			culture = {
				OR = {
					has_cultural_pillar = ethos_communal
					has_cultural_pillar = ethos_stoic
				}
			}
		}
		modifier = {
			factor = 0.5
			NOT = {
				any_targeting_faction = {
					faction_power = halved_faction_power_threshold
				}
			}
		}
		modifier = {
			factor = 1.5
			var:advanced_culture = {
				OR = {
					has_cultural_pillar = ethos_bellicose
					has_cultural_pillar = ethos_stoic
					has_cultural_pillar = ethos_bureaucratic
				}
			}
		}
		modifier = {
			factor = 0.75
			culture = {
				OR = {
					has_cultural_pillar = ethos_bellicose
					has_cultural_pillar = ethos_bureaucratic
				}
			}
		}
	}

	immediate = {
		add_character_flag = had_event_bp2_yearly_6080
		save_scope_as = root_scope
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		if = {
			limit = {
			   any_powerful_vassal = {
					bp2_yearly_6080_vassal = yes
					opinion = {
						target = root 
						value <= -40
					}
					NOT = {
						culture = scope:advanced_culture
					}
			   }
			}
			random_powerful_vassal = {
				limit = {
					bp2_yearly_6080_vassal = yes
					opinion = {
						target = root 
						value <= -40
					}
					NOT = {
						culture = scope:advanced_culture
					}
				}
				save_scope_as = angry_vassal
			}
		}
		else_if = {
			limit = {
			   any_powerful_vassal = {
					bp2_yearly_6080_vassal = yes
					NOT = {
						culture = scope:advanced_culture
					}
			   }
			}
			random_powerful_vassal = {
				limit = {
					bp2_yearly_6080_vassal = yes
					NOT = {
						culture = scope:advanced_culture
					}
				}
				save_scope_as = angry_vassal
			}
		}
		else_if = {
			limit = {
			   any_vassal = {
					bp2_yearly_6080_vassal = yes
					opinion = {
						target = root 
						value <= -40
					}
					NOT = {
						culture = scope:advanced_culture
					}
			   }
			}
			random_vassal = {
				limit = {
					bp2_yearly_6080_vassal = yes
					opinion = {
						target = root 
						value <= -40
					}
					NOT = {
						culture = scope:advanced_culture
					}
				}
				save_scope_as = angry_vassal
			}
		}
		else = {
			random_vassal = {
				limit = {
					bp2_yearly_6080_vassal = yes
					NOT = {
						culture = scope:advanced_culture
					}
				}
				save_scope_as = angry_vassal
			}
		}
		
		#Create two foreign fighting dudes
		create_character = {
			template = foreign_mercenary_template
			culture = scope:advanced_culture
			faith = scope:advanced_culture.culture_head.faith
			location = root.location
			gender_female_chance = root_soldier_female_chance
			save_scope_as = foreign_mercenary_1
		}
		scope:foreign_mercenary_1 = {
			add_character_flag = wear_armor
		}
		create_character = {
			template = foreign_mercenary_template
			culture = scope:advanced_culture
			faith = scope:advanced_culture.culture_head.faith
			location = root.location
			gender_female_chance = root_soldier_female_chance
			save_scope_as = foreign_mercenary_2
		}
		scope:foreign_mercenary_2 = {
			add_character_flag = wear_armor
		}
		#save a province to resettle them, if any available
		#One to build things in
		if = {
			limit = {
				any_held_title = {
					tier = tier_county
					NOT = {
						this = root.capital_county
					}
					any_county_province = {
						has_holding = no
						NOR = {
							has_construction_with_flag = temple
							has_construction_with_flag = castle
							has_construction_with_flag = city
							has_construction_with_flag = tribe
						}
					}
				}
			}
			random_held_title = {
				limit = {
					tier = tier_county
					NOT = {
						this = root.capital_county
					}
					any_county_province = {
						has_holding = no
						NOR = {
							has_construction_with_flag = temple
							has_construction_with_flag = castle
							has_construction_with_flag = city
							has_construction_with_flag = tribe
						}
					}
				}
				save_scope_as = resettlement_county
			}
		}
		#One that things can't be built in
		else_if = {
			limit = {
				any_held_title = {
					tier = tier_county
					NOT = {
						this = root.capital_county
					}
				}
			}
			random_held_title = {
				limit = {
					tier = tier_county
					NOT = {
						this = root.capital_county
					}
				}
				save_scope_as = resettlement_county
			}
		}
	}

	#Try to find a compromise that still lets you keep these skilled Greeks
	option = {
		trigger = {
			OR = {
				diplomacy >= high_skill_rating
				intrigue >= high_skill_rating
			}
		}
		name =  bp2_yearly.6080.a
		flavor = bp2_yearly.6080.a.tt
		if = {
			limit = {
				exists = scope:resettlement_county
				scope:resettlement_county = {
					any_county_province = {
						has_holding = no
						NOR = {
							has_construction_with_flag = temple
							has_construction_with_flag = castle
							has_construction_with_flag = city
							has_construction_with_flag = tribe
						}
					}
				}
			}
			scope:resettlement_county = {
				random_county_province = { 
					limit = {
						has_holding = no
						NOR = {
							has_construction_with_flag = temple
							has_construction_with_flag = castle
							has_construction_with_flag = city
							has_construction_with_flag = tribe
						}
					}
					if = {
						limit = {
							scope:advanced_culture.culture_head ?= {
								government_has_flag = government_is_tribal
							}
						}
						begin_create_holding = {
							type = tribal_holding
							refund_cost = { gold = hold_court_holding_cost_half_value }
						}
					}
					else_if = {
						limit = {
							scope:advanced_culture = {
								has_cultural_pillar = ethos_spiritual
							}
						}
						begin_create_holding = {
							type = church_holding
							refund_cost = { gold = hold_court_holding_cost_half_value }
						}
					}
					else_if = {
						limit = {
							scope:advanced_culture = {
								OR = {
									has_cultural_pillar = ethos_bellicose
									has_cultural_pillar = ethos_courtly
									has_cultural_pillar = ethos_stoic
								}
							}
						}
						begin_create_holding = {
							type = castle_holding
							refund_cost = { gold = hold_court_holding_cost_half_value }
						}
					}
					else = {
						begin_create_holding = {
							type = city_holding
						}
					}
				}
				change_development_level = 1
				set_county_culture = scope:advanced_culture
			}
		}
		else_if = {
			limit = {
				exists = scope:resettlement_county
			}
			scope:resettlement_county = {
				change_development_level = 2
				change_county_control = major_county_control_gain
				set_county_culture = scope:advanced_culture
			}
		}
		else = {
			capital_county = {
				change_development_level = 1
			}
			capital_county = {
				change_county_control = major_county_control_gain
			}
		}
		custom_tooltip = bp2_yearly.6080.pop_opinion_modifier
		hidden_effect = {
			if = {
				limit = {
					exists = scope:resettlement_county
				}
				scope:resettlement_county.duchy = {
					every_de_jure_county = {
						limit = {
							NOR = {
								culture = scope:advanced_culture
								this = scope:resettlement_county
							}
							holder.top_liege = root
						}
						add_county_modifier = {
							modifier = forcible_resettlement_modifier
							years = 10
						}
					}
				}
			}
			else = {
				capital_county.duchy = {
					every_de_jure_county = {
						limit = {
							NOR = {
								culture = scope:advanced_culture
								this = root.capital_county
							}
							holder.top_liege = root
						}
						add_county_modifier = {
							modifier = forcible_resettlement_modifier
							years = 10
						}
					}
				}
			}
		}

		add_tyranny = medium_tyranny_gain

		# make it possible to get new maa traditions in the tradition event
		add_character_flag = foreign_maa_reforms

		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		stress_impact = {
			stubborn = medium_stress_impact_gain
			wrathful = medium_stress_impact_gain
			vengeful = medium_stress_impact_gain
		}

		ai_chance = {
			base = 0
		}
	}

	#Try to capture the noble and disrupt the nascent rebellion
	option = {
		name = bp2_yearly.6080.b
		flavor = bp2_yearly.6080.b.tt

		if = {
			limit = {
				government_has_flag = government_is_tribal
				NOT = { has_realm_law = tribal_authority_3 }
			}
			increase_tribal_authority_effect = yes
		}
		# Everyone else increases CA.
		else_if = {
			limit = {
				NOT = { government_has_flag = government_is_tribal }
				NOT = { has_realm_law = crown_authority_3 }
			}
			increase_crown_authority_effect = yes
		}
		else = {
			add_dread = major_dread_gain
		}
		capital_province = {
			add_province_modifier = {
				modifier = elite_foreign_guard_modifier
			}
		}

		custom_tooltip = bp2_yearly.6080.add_both_courtiers
		hidden_effect = {
			add_courtier = scope:foreign_mercenary_1
			add_courtier = scope:foreign_mercenary_2
		}
		
		if = {
			limit = {
				can_set_relation_rival_trigger = { CHARACTER = scope:angry_vassal }
			}
			scope:angry_vassal = {
				set_relation_rival = {
					target = root
					reason = rival_attacked_dissent
				}
			}
		}
		else = {
			scope:angry_vassal = {
				add_opinion = {
					target = root
					opinion = -40
					modifier = hate_opinion
				}
			}
		}

		change_variable = {
			name = reform_counter
			add = 1
		}

		duel = {
			skills = { martial prowess }
			target = scope:angry_vassal
			55 = { #It works well
				desc = bp2_yearly.6080.b.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3
				}
				
				send_interface_toast = {
					title = bp2_yearly.6080.b.success
					left_icon = root
					right_icon = scope:angry_vassal
					rightfully_imprison_character_less_verbose_effect = {
						TARGET = scope:angry_vassal
						IMPRISONER = root
					}
					every_vassal = {
						limit = {
							NOT = {
								culture = scope:advanced_culture
							}
						}
						custom = custom.every_non_advanced_culture_vassal
						add_opinion = {
							target = root
							modifier = angry_opinion
							opinion = -10
						}
					}
				}
			}
			45 = { #It doesn't go well
				desc = bp2_yearly.6080.b.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3
					min = -40
				}
				send_interface_toast = {
					title = bp2_yearly.6080.b.failure
					left_icon = root
					right_icon = scope:angry_vassal
					
					scope:angry_vassal = {
						start_war = {
							casus_belli = refused_liege_demand_war
							target = root
						}
					}
					if = {
						limit = {
							any_targeting_faction = {
								exists = yes
								NOT = { exists = faction_war }
							}
						}
						add_targeting_factions_discontent = major_discontent_gain
					}
					add_tyranny = massive_tyranny_gain
					add_legitimacy = minor_legitimacy_loss
				}
			}
		}

		custom_tooltip = bp2_yearly.6050.reform_path

		 # make it possible to get new maa traditions in the tradition event
		add_character_flag = foreign_maa_reforms

		stress_impact = {
			forgiving = major_stress_impact_gain
			calm = medium_stress_impact_gain
			patient = medium_stress_impact_gain
			trusting = medium_stress_impact_gain
			compassionate = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_energy = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = forgiving
					has_trait = calm
					has_trait = patient
					has_trait = trusting
					has_trait = compassionate
				}
			}
		}
	}

	#I am unstoppable. I am changing things.
	option = {
		name = bp2_yearly.6080.c
		flavor = bp2_yearly.6080.c.tt

		if = {
			limit = {
				government_has_flag = government_is_tribal
				NOT = { has_realm_law = tribal_authority_3 }
			}
			increase_tribal_authority_effect = yes
		}
		# Everyone else increases CA.
		else_if = {
			limit = {
				NOT = { government_has_flag = government_is_tribal }
				NOT = { has_realm_law = crown_authority_3 }
			}
			increase_crown_authority_effect = yes
		}
		else = {
			add_dread = major_dread_gain
		}
		capital_province = {
			add_province_modifier = {
				modifier = elite_foreign_guard_modifier
			}
		}
		custom_tooltip = bp2_yearly.6080.add_both_courtiers
		hidden_effect = {
			add_courtier = scope:foreign_mercenary_1
			add_courtier = scope:foreign_mercenary_2
		}
		custom_tooltip = bp2_yearly.6080.hook_removal_vassals
		custom_tooltip = bp2_yearly.6080.hook_removal
		custom_tooltip = bp2_yearly.6080.truce_removal
		hidden_effect = {
			every_vassal = {
				limit = {
					has_hook = root
					is_ai = yes
					NOT = {
						culture = scope:advanced_culture
					}
				}
				remove_hook = { target = root }
			}
			every_vassal = {
				limit = {
					root = {
						has_hook = prev
					}
					NOT = {
						culture = scope:advanced_culture
					}
					is_ai = yes
				}
				root = {
					remove_hook = { target = prev}
				}
			}
	
			every_vassal = {
				limit = {
					has_truce = root
					NOT = {
						culture = scope:advanced_culture
					}
					is_ai = yes
				}
				cancel_truce_both_ways = root
			}
	
			every_vassal = {
				limit = {
					root = {
						has_truce = prev
					}
					NOT = {
						culture = scope:advanced_culture
					}
					is_ai = yes
				}
				root = {
					cancel_truce_both_ways = prev
				}
			}
		}
		add_legitimacy = major_legitimacy_loss
		
		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		# make it possible to get new maa traditions in the tradition event
		add_character_flag = foreign_maa_reforms

		stress_impact = {
			just = major_stress_impact_gain
			fickle = medium_stress_impact_gain
			content = medium_stress_impact_gain
			craven = medium_stress_impact_gain
			humble = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_boldness = 1
				ai_honor = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = just
					has_trait = fickle
					has_trait = content
					has_trait = craven
					has_trait = humble
				}
			}
		}
	}

	#I don't want to see violence break out between my people
	option = {
		name = bp2_yearly.6080.d
		flavor = bp2_yearly.6080.d.tt

		add_character_modifier = {
			modifier = common_noble_cause_modifier
			years = 30
		}
		add_prestige = medium_prestige_gain

		custom_tooltip = bp2_yearly.6050.reaffirmation_path
		change_variable = {
			name = reaffirmation_counter
			add = 1
		}

		add_character_flag = rejecting_foreign_maa_reforms

		stress_impact = {
			vengeful = major_stress_impact_gain
			sadistic = medium_stress_impact_gain
			arbitrary = medium_stress_impact_gain
			ambitious = medium_stress_impact_gain
			wrathful = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_compassion = 1
				ai_honor = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = vengeful
					has_trait = sadistic
					has_trait = arbitrary
					has_trait = ambitious
					has_trait = wrathful
				}
			}
		}
	}

	after = {
		if = {
			limit = {
				NOR = {
					scope:foreign_mercenary_1 ?= {
						is_courtier_of = root
					}
					scope:foreign_mercenary_2 ?= {
						is_courtier_of = root
					}
				}
			}
			scope:foreign_mercenary_1 = {
				silent_disappearance_effect = yes
			}
			scope:foreign_mercenary_2 = {
				silent_disappearance_effect = yes
			}
		}
		else = {
			scope:foreign_mercenary_1 = {
				remove_character_flag = wear_armor
			}
			scope:foreign_mercenary_2 = {
				remove_character_flag = wear_armor
			}
		}
	}
}

#####################################
# A Birthright, Renewed 	   		#
# by Jason Cantalini				#
# 6090								#
#####################################

scripted_trigger bp2_yearly_6090_vassal = {
	is_imprisoned = no
	age > 13
	is_at_war = no
	culture = root.culture
}

# You've chosen enough reaffirmation options to engender disinterest from the admired culture and the devotion of your people
bp2_yearly.6090 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6090.t
	desc = {
		desc = bp2_yearly.6090.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					exists = scope:advanced_court_owner
				}
				desc = bp2_yearly.6090.burn_letters
			}
			desc = bp2_yearly.6090.burn_else
		}
		triggered_desc = {
			trigger = {
				has_character_flag = had_event_bp2_yearly_6070
			}
			desc = bp2_yearly.6090.reaffirm_social
		}
		triggered_desc = {
			trigger = {
				has_character_flag = had_event_bp2_yearly_6050
			}
			desc = bp2_yearly.6090.reaffirm_realm
		}
		triggered_desc = {
			trigger = {
				has_character_flag = had_event_bp2_yearly_6060
			}
			desc = bp2_yearly.6090.reaffirm_ritual
		}
		triggered_desc = {
			trigger = {
				has_character_flag = had_event_bp2_yearly_6080
			}
			desc = bp2_yearly.6090.reaffirm_maa
		}
		desc = bp2_yearly.6090.outro
	}
			
	theme = vassal
	override_background = {
		reference = bp1_bonfire
	}
	left_portrait = {
		character = root
		animation = sword_coup_degrace
	}

	right_portrait = {
		character = scope:celebrating_noble
		animation = throne_room_cheer_2
	}

	lower_right_portrait = {
		character = scope:advanced_court_owner
	}

	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		add_character_flag = had_event_bp2_yearly_6090
		#remove_variable = adopted_cultural_fashion #EK DISABLED
		save_scope_as = root_scope
		if = {
			limit = {
			   any_powerful_vassal = {
					bp2_yearly_6090_vassal = yes
					opinion = {
						target = root 
						value >= 0
					}
			   }
			}
			random_powerful_vassal = {
				limit = {
					bp2_yearly_6090_vassal = yes
					opinion = {
						target = root 
						value >= 0
					}
				}
				save_scope_as = celebrating_noble
			}
		}
		else_if = {
			limit = {
			   any_vassal = {
					bp2_yearly_6090_vassal = yes
					opinion = {
						target = root 
						value >= 0
					}
			   }
			}
			random_vassal = {
				limit = {
					bp2_yearly_6090_vassal = yes
					opinion = {
						target = root 
						value >= 0
					}
				}
				save_scope_as = celebrating_noble
			}
		}
		else_if = {
			limit = {
			   any_powerful_vassal = {
					bp2_yearly_6090_vassal = yes
			   }
			}
			random_powerful_vassal = {
				limit = {
					bp2_yearly_6090_vassal = yes
				}
				save_scope_as = celebrating_noble
			}
		}
		else_if = {
			limit = {
			   any_vassal = {
					bp2_yearly_6090_vassal = yes
			   }
			}
			random_vassal = {
				limit = {
					bp2_yearly_6090_vassal = yes
				}
				save_scope_as = celebrating_noble
			}
		}
		else_if = {
			limit = {
			   any_courtier = {
					bp2_yearly_6090_vassal = yes
					opinion = {
						target = root 
						value >= 0
					}
			   }
			}
			random_courtier = {
				limit = {
					bp2_yearly_6090_vassal = yes
					opinion = {
						target = root 
						value >= 0
					}
				}
				save_scope_as = celebrating_noble
			}
		}
		else_if = {
			limit = {
			   any_courtier = {
					bp2_yearly_6090_vassal = yes
			   }
			}
			random_courtier = {
				limit = {
					bp2_yearly_6090_vassal = yes
				}
				save_scope_as = celebrating_noble
			}
		}
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		var:childhood_location = {
			save_scope_as = childhood_location
		}
		scope:advanced_culture.culture_head = {
			save_scope_as = advanced_court_owner
		}
		if = {
			limit = {
				culture.culture_head = root
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:advanced_culture
					value = low_negative_culture_acceptance
					desc = cultural_acceptance_loss_rejected_influence
				}
			}
		}
		
		ek_give_nickname_effect = { NICKNAME = nick_the_true_culture } #EK EDIT
		create_character_memory = {
			type = reaffirmed_cultural_identity
			participants = { other_culture_head = scope:advanced_court_owner }
		}
	}

	#Your culture is still born anew - as united conquerors!
	option = {
		name = {
			trigger = {
				culture = {
					has_cultural_pillar = ethos_courtly
				}
			}
			text = bp2_yearly.6090.a.virtue
		}
		name = {
			trigger = {
				culture = {
					OR = {
						has_cultural_pillar = ethos_bureaucratic
						has_cultural_pillar = ethos_egalitarian
					}
				}
			}
			text = bp2_yearly.6090.a.governed
		}
		name = {
			trigger = {
				culture = {
					has_cultural_pillar = ethos_communal
				}
			}
			text = bp2_yearly.6090.a.kin
		}
		
		name = {
			trigger = {
				culture = {
					has_cultural_pillar = ethos_bellicose
				}
			}
			text = bp2_yearly.6090.a.bow
		}
		name = {
			trigger = {
				culture = {
					has_cultural_pillar = ethos_spiritual
				}
			}
			text = bp2_yearly.6090.a.zeal
		}
		name = {
			trigger = {
				culture = {
					NOR = {
						has_cultural_pillar = ethos_courtly
						has_cultural_pillar = ethos_egalitarian
						has_cultural_pillar = ethos_communal
						has_cultural_pillar = ethos_bureaucratic
						has_cultural_pillar = ethos_bellicose
						has_cultural_pillar = ethos_spiritual
					}
				}
			}
			text = bp2_yearly.6090.a.strength
		}
		flavor = bp2_yearly.6090.a.tt

		add_character_modifier = {
			modifier = uniter_and_conqueror_modifier
		}
		if = {
			limit = {
				has_character_flag = used_lifetime_invasion
			}
			custom_tooltip = bp2_yearly.6090.tribal_invasion
		}
		else_if = {
			limit = {
				NOR = {
					government_has_flag = government_is_tribal
					#EK DISABLED
					#faith = {
					#	has_doctrine_parameter = invasion_cb_enabled
					#}
				}
			}
			custom_tooltip = bp2_yearly.6090.non_tribal_invasion
		}
		else_if = {
			limit = {
				NOT = {
					has_trait = flexible_leader
				}
			}
			add_trait = flexible_leader
		}
		else_if = {
			limit = {
				NOT = {
					has_trait = holy_warrior
				}
			}
			add_trait = holy_warrior
		}
		else_if = {
			limit = {
				NOT = {
					has_trait = aggressive_attacker
				}
			}
			add_trait = aggressive_attacker
		}
		else_if = {
			limit = {
				NOT = {
					has_trait = organizer
				}
			}
			add_trait = organizer
		}
		custom_tooltip = bp2_yearly.6090.no_invasion_req

		#unlock invasion cb
		if = {
			limit = {
				has_character_flag = used_lifetime_invasion
			}
			remove_character_flag = used_lifetime_invasion
		}
		#add_character_flag = bp2_inspired_culture_for_conquest #EK DISABLED

		if = {
			limit = {
				highest_held_title_tier >= tier_empire
			}
			spawn_army = {
				name = event_troop_default_name
				levies = 4264
				location = root.capital_province
				origin = root.capital_province
			}
		}
		else_if = {
			limit = {
				highest_held_title_tier = tier_kingdom
			}
			spawn_army = {
				name = event_troop_default_name
				levies = 3126
				location = root.capital_province
				origin = root.capital_province
			}
		}
		else_if = {
			limit = {
				highest_held_title_tier = tier_duchy
			}
			spawn_army = {
				name = event_troop_default_name
				levies = 2123
				location = root.capital_province
				origin = root.capital_province
			}
		}
		else = {
			spawn_army = {
				name = event_troop_default_name
				levies = 1067
				location = root.capital_province
				origin = root.capital_province
			}
		}

		add_prestige = medium_prestige_gain

		if = {
			limit = {
				exists = scope:advanced_court_owner
				can_set_relation_rival_trigger = { CHARACTER = scope:advanced_court_owner }
				scope:advanced_court_owner = {
					is_ai = yes
				}
			}
			set_relation_rival = {
				target = scope:advanced_court_owner
				reason = rival_rejected_culture_influence
			}
		}

		if = {
			limit = {
				culture.culture_head = root
			}
			trigger_event = {
				id = bp2_yearly.6091
				days = { 10 20 }
			}
		}

		stress_impact = {
			ambitious = minor_stress_impact_loss
			greedy = miniscule_stress_impact_loss
			arrogant = miniscule_stress_impact_loss
			content = major_stress_impact_gain
			craven = major_stress_impact_gain
			humble = major_stress_impact_gain
			compassionate = minor_stress_impact_gain
			forgiving = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_vengefulness = 1
				ai_boldness = 1
			}
			 modifier = {
				factor = 0
				OR = {
					has_trait = content
					has_trait = craven
					has_trait = humble
					has_trait = forgiving
					has_trait = compassionate
				}
			}
		}
	}

	#Focus on preserving your family and your culture
	option = {
		name = bp2_yearly.6090.b
		flavor = bp2_yearly.6090.b.tt

		add_character_modifier = {
			modifier = a_cultures_great_defender_modifier
		}

		every_held_title = {
			limit = {
				tier = tier_county
				culture = root.culture
			}
			custom = custom.every_same_culture_held_county
			add_county_modifier = {
				modifier = inspired_defenders_modifier
				years = 30
			}
		}

		dynasty = {
			add_dynasty_prestige = massive_dynasty_prestige_gain
		}

		if = {
			limit = {
				culture.culture_head = root
			}
			trigger_event = {
				id = bp2_yearly.6091
				days = { 10 20 }
			}
		}

		stress_impact = {
			compassionate = minor_stress_impact_loss
			content = minor_stress_impact_loss
			paranoid = minor_stress_impact_loss
			ambitious = major_stress_impact_gain
			greedy = medium_stress_impact_gain
			vengeful = medium_stress_impact_gain
			arrogant = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_compassion = 1
				ai_energy = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = ambitious
					has_trait = arrogant
					has_trait = greedy
					has_trait = vengeful
				}
			}
		}
	}

	after = {
		random_owned_story = {
			limit = { story_type = story_foreign_raised_reformer }
			end_story = yes
		}
	}
}

#####################################
# A People Immutable 	   			#
# by Jason Cantalini				#
# 6091								#
#####################################

# Informing you which traditions are now cheaper
bp2_yearly.6091 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6091.t
	desc = {
		desc = bp2_yearly.6091
		first_valid = {
			triggered_desc = {
				trigger = {
					has_character_modifier = uniter_and_conqueror_modifier
				}
				desc = bp2_yearly.6091.dominance
			}
			desc = bp2_yearly.6091.defense
		}
	}
			
	theme = vassal
	override_background = {
		reference = throne_room
	}
	left_portrait = {
		character = root
		animation = chaplain
	}

	trigger = {
		culture.culture_head = root
		is_imprisoned = no
		is_incapable = no
		OR = {
			has_character_modifier = uniter_and_conqueror_modifier
			has_character_modifier = a_cultures_great_defender_modifier
		}
		NOT = { has_character_flag = had_event_bp2_yearly_6091 }
	}

	immediate = {
		add_character_flag = had_event_bp2_yearly_6091
		save_scope_as = root_scope
	}

	#Your culture is still born anew - as united conquerors!
	option = {
		name = bp2_yearly.6091.a
		flavor = bp2_yearly.6091.a.tt

		if = {
			limit = {
				has_character_modifier = uniter_and_conqueror_modifier
			}
			custom_tooltip = bp2_yearly.6091.aggressive
			culture = {
				set_variable = aggressive_traditionalist_discount
			}
		}

		if = {
			limit = {
				has_character_modifier = a_cultures_great_defender_modifier
			}
			custom_tooltip = bp2_yearly.6091.defensive
			culture = {
				set_variable = defensive_traditionalist_discount
			}
		}

		stress_impact = {
		}

		ai_chance = {
			base = 10
		}
	}
}

#####################################
# My Bulgarians, Reborn!		 	#
# by Jason Cantalini				#
# 6100	  							#
#####################################

# You've chosen enough reform options to complete your series of reforms!
bp2_yearly.6100 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6100.t
	desc = {
		desc = bp2_yearly.6100.desc
		triggered_desc = {
			trigger = {
				has_character_flag = foreign_social_reforms
			}
			desc = bp2_yearly.6100.reform_court
		}
		triggered_desc = {
			trigger = {
				has_character_flag = foreign_maa_reforms
			}
			desc = bp2_yearly.6100.reform_maa
		}
		triggered_desc = {
			trigger = {
				has_character_flag = foreign_ritual_reforms
			}
			desc = bp2_yearly.6100.reform_faith
		}
		triggered_desc = {
			trigger = {
				has_character_flag = foreign_realm_reforms
			}
			desc = bp2_yearly.6100.reform_realm
		}
		desc = bp2_yearly.6100.outro
	}
			
	theme = realm
	override_background = {
		reference = throne_room
	}
	left_portrait = {
		character = root
		animation = wedding_happy_cry
	}
	lower_right_portrait = {
		character = scope:advanced_court_owner
	}

	trigger = {
		NOT = { has_character_flag = had_event_bp2_yearly_6100 }
	}

	immediate = {
		play_music_cue = "mx_cue_epic_sacral_moment"
		add_character_flag = had_event_bp2_yearly_6100
		save_scope_as = root_scope
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		var:childhood_location = {
			save_scope_as = childhood_location
		}
		scope:advanced_culture.culture_head = {
			save_scope_as = advanced_court_owner
		}
		if = {
			limit = {
				culture.culture_head = root
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:advanced_culture
					value = medium_positive_culture_acceptance
					desc = cultural_acceptance_gain_completed_reform
				}
			}
			if = {
				limit = {
					culture = {
						can_get_innovation_from = scope:advanced_culture
					}
				}
				hidden_effect = {
					culture = {
						get_random_innovation_from = scope:advanced_culture
					}
				}
			}
			if = {
				limit = {
					culture = {
						can_get_innovation_from = scope:advanced_culture
					}
				}
				custom_tooltip = bp2_yearly.6100.gained_2_innovations
				hidden_effect = {
					culture = {
						get_random_innovation_from = scope:advanced_culture
					}
				}
			}
			else = {
				custom_tooltip = bp2_yearly.6100.gained_1_innovation
			}
		}
		ek_give_nickname_effect = { NICKNAME = nick_the_reformer }
		create_character_memory = {
			type = reformed_culture_and_realm
			participants = { other_culture_head = scope:advanced_court_owner }
		}
	}

	#Spend a final investment to make sure your reforms reach your whole culture
	option = {
		name = bp2_yearly.6100.a
		flavor = bp2_yearly.6100.a.tt

		if = {
			limit = {
				culture.culture_head = root
				culture = {
					can_get_innovation_from = scope:advanced_culture
				}
			}
			hidden_effect = {
				culture = {
					get_random_innovation_from = scope:advanced_culture
				}
			}
			if = {
				limit = {
					culture = {
						can_get_innovation_from = scope:advanced_culture
					}
				}
				custom_tooltip = bp2_yearly.6100.2_more_innovations
				hidden_effect = {
					culture = {
						get_random_innovation_from = scope:advanced_culture
					}
				}
			}
			else = {
				custom_tooltip = bp2_yearly.6100.1_more_innovation
			}
			remove_short_term_gold = massive_gold_value
			add_legitimacy = major_legitimacy_loss
		}

		every_held_title = {
			limit = {
				tier = tier_county
				culture = root.culture
			}
			custom = custom.every_same_culture_held_county
			add_county_modifier = {
				modifier = flourishing_settlements_modifier
				years = 50
			}
		}

		dynasty = {
			add_dynasty_prestige = major_dynasty_prestige_gain
		}
		
		add_prestige = monumental_prestige_loss
		

		stress_impact = {
			content = major_stress_impact_gain
			fickle = minor_stress_impact_gain
			greedy = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_boldness = 1
				ai_energy = 1
			}
			 modifier = {
				factor = 0
				OR = {
					has_trait = content
					has_trait = fickle
					has_trait = greedy
				}
			}
		}
	}

	#You've already done enough
	option = {
		name = bp2_yearly.6100.b
		flavor = bp2_yearly.6100.b.tt

		capital_county = {
			add_county_modifier = {
				modifier = flourishing_settlements_modifier
				years = 50
			}
		}

		dynasty = {
			add_dynasty_prestige = medium_dynasty_prestige_gain
		}

		stress_impact = {
			ambitious = medium_stress_impact_gain
			stubborn = medium_stress_impact_gain
			diligent = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_energy = -1
				ai_zeal = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = ambitious
					has_trait = stubborn
					has_trait = diligent
				}
			}
		}
	}

	after = {
		random_owned_story = {
			limit = { story_type = story_foreign_raised_reformer }
			end_story = yes
		}
	}
}

#####################################
# Foreign Reform	 				#
# by Jason Cantalini				#
# 6110								#
#####################################

# Recurring tradition gain event, changing culture to be like foreign one
bp2_yearly.6110 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6110.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					has_character_flag = considering_reform_realm
				}
				desc = bp2_yearly.6110.realm
			}
			triggered_desc = {
				trigger = {
					has_character_flag = considering_reform_maa
				}
				desc = bp2_yearly.6110.combat
			}
			triggered_desc = {
				trigger = {
					has_character_flag = considering_reform_social
				}
				desc = bp2_yearly.6110.social
			}
			triggered_desc = {
				trigger = {
					has_character_flag = considering_reform_ritual
				}
				desc = bp2_yearly.6110.ritual
			}
			desc = bp2_yearly.6110.regional
		}
	}

	theme = diplomacy
	override_background = {
		trigger = {
			has_character_flag = considering_reform_realm
		}
		reference = relaxing_room
	}
	override_background = {
		trigger = {
			has_character_flag = considering_reform_maa
		}
		reference = courtyard
	}
	override_background = {
		trigger = {
			has_character_flag = considering_reform_ritual
		}
		reference = temple
	}
	override_background = {
		trigger = {
			has_character_flag = considering_reform_social
		}
		reference = market
	}
	override_background = {
		trigger = {
			has_character_flag = considering_reform_regional
		}
		reference = throne_room
	}
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				has_character_flag = considering_reform_realm
			}
			animation = worry
		}
		triggered_animation = {
			trigger = {
				has_character_flag = considering_reform_maa
			}
			animation = throne_room_two_handed_passive_1
		}
		triggered_animation = {
			trigger = {
				has_character_flag = considering_reform_ritual
			}
			animation = personality_cynical
		}
		triggered_animation = {
			trigger = {
				has_character_flag = considering_reform_social
			}
			animation = stress
		}
		triggered_animation = {
			trigger = {
				has_character_flag = considering_reform_regional
			}
			animation = thinking
		}
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		is_landed = yes
		is_imprisoned = no
		is_incapable = no
		is_at_war = no

		culture.culture_head = {
			this = root
		}
		OR = {
			NOT = { exists = var:new_traditions }
			#Have you gained the max # of traditions (3) from this cycle already?
			var:new_traditions < 3
		}
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}

		culture = {
			free_tradition_slot > 0
		}

		OR = {
			AND = {
				 has_character_flag = foreign_realm_reforms
				scope:temp_advanced_culture = {
				 	any_tradition = {
				 		root = {
				 			can_embrace_tradition = {
				 				tradition = prev
				 			}
				 		}
				 		has_tradition_category = realm
				 		NOR = {
							root = {
								is_target_in_variable_list = {
									name = rejected_traditions
									target = prev
								}
							}
				 			root.culture = {
				 				has_cultural_tradition = prev
				 			}
						}
				 	}
				 }
			}
			AND = {
				has_character_flag = foreign_maa_reforms
				scope:temp_advanced_culture = {
				 	any_tradition = {
				 		root = {
				 			can_embrace_tradition = prev
				 		}
				 		has_tradition_category = combat
				 		NOR = {
							root = {
								is_target_in_variable_list = {
									name = rejected_traditions
									target = prev
								}
							}
				 			root.culture = {
				 				has_cultural_tradition = prev
				 			}
						}
				 	}
				}
			}
			AND = {
				has_character_flag = foreign_social_reforms
				scope:temp_advanced_culture = {
				 	any_tradition = {
				 		root = {
				 			can_embrace_tradition = {
				 				tradition = prev
				 			}
				 		}
				 		has_tradition_category = societal
				 		NOR = {
							root = {
								is_target_in_variable_list = {
									name = rejected_traditions
									target = prev
								}
							}
							root.culture = {
				 				has_cultural_tradition = prev
				 			}
						}
				 	}
				 }
			}
			AND = {
				has_character_flag = foreign_ritual_reforms
				scope:temp_advanced_culture = {
				 	any_tradition = {
				 		root = {
				 			can_embrace_tradition = {
				 				tradition = prev
				 			}
				 		}
				 		has_tradition_category = ritual
				 		NOR = {
							root = {
								is_target_in_variable_list = {
									name = rejected_traditions
									target = prev
								}
							}
				 			root.culture = {
				 				has_cultural_tradition = prev
				 			}
						}
				 	}
				 }
			}
			#Regional traditions aren't triggered by another event, no character flag needed - THEY ARE TOO ICONIC
			AND = {
				scope:temp_advanced_culture = {
				 	any_tradition = {
				 		root = {
				 			can_embrace_tradition = {
				 				tradition = prev
				 			}
				 		}
				 		has_tradition_category = regional
				 		NOR = {
							root = {
								is_target_in_variable_list = {
									name = rejected_traditions
									target = prev
								}
							}
							root.culture = {
				 				has_cultural_tradition = prev
				 			}
						}
				 	}
				 }
			}
		}
	}

	immediate = {
		if = {
			limit = {
				NOT = { exists = var:new_traditions }
			}
			set_variable = {
 				name = new_traditions
 				value = 0
 			}
		}
		save_scope_as = root_scope
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		var:childhood_location = {
			save_scope_as = childhood_location
		}
		#Save the shiny new traditions
		bp2_save_traditions_to_consider_effect = yes
	}

	#We do this thing now too
	option = {
		name =  bp2_yearly.6110.a
		
		culture = {
			add_culture_tradition = scope:considered_tradition_1
		}

		add_to_variable_list = {
			name = new_traditions
			target = scope:considered_tradition_1
		}
		scope:advanced_culture = {
			change_cultural_acceptance = {
				target = root.culture
				value = miniscule_positive_culture_acceptance
				desc = cultural_acceptance_gain_adapted_tradition
			}
		}

		if = {
			limit = {
				NOR = {
					has_character_modifier = introduced_foreign_custom_modifier
					has_character_modifier = repeated_foreign_reforms_modifier
					has_character_modifier = assault_on_tradition_modifier
				}
			}
			add_character_modifier = {
				modifier = introduced_foreign_custom_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				has_character_modifier = introduced_foreign_custom_modifier
			}
			remove_character_modifier = introduced_foreign_custom_modifier
			add_character_modifier = {
				modifier = repeated_foreign_reforms_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				has_character_modifier = repeated_foreign_reforms_modifier
			}
			add_character_modifier = {
				modifier = assault_on_tradition_modifier
				years = 10
			}
		}

		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		stress_impact = {
			base = medium_stress_impact_gain
		}
		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_energy = 1
				ai_boldness = 1
			}
		}
	}

	#We do this thing... instead of something we used to do
	option = {
		trigger = {
			exists = scope:considered_tradition_2
		}
		name = bp2_yearly.6110.b

		culture = {
			add_culture_tradition = scope:considered_tradition_2
		}

		add_to_variable_list = {
			name = new_traditions
			target = scope:considered_tradition_2
		}
		scope:advanced_culture = {
			change_cultural_acceptance = {
				target = root.culture
				value = miniscule_positive_culture_acceptance
				desc = cultural_acceptance_gain_adapted_tradition
			}
		}

		if = {
			limit = {
				NOR = {
					has_character_modifier = introduced_foreign_custom_modifier
					has_character_modifier = repeated_foreign_reforms_modifier
					has_character_modifier = assault_on_tradition_modifier
				}
			}
			add_character_modifier = {
				modifier = introduced_foreign_custom_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				has_character_modifier = introduced_foreign_custom_modifier
			}
			remove_character_modifier = introduced_foreign_custom_modifier
			add_character_modifier = {
				modifier = repeated_foreign_reforms_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				has_character_modifier = repeated_foreign_reforms_modifier
			}
			add_character_modifier = {
				modifier = assault_on_tradition_modifier
				years = 10
			}
		}

		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		stress_impact = {
			base = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_energy = 1
				ai_boldness = 1
			}
		}
	}

	#We do this thing... instead of some other thing we used to do
	option = {
		trigger = {
			exists = scope:considered_tradition_3
		}
		name = bp2_yearly.6110.c

		culture = {
			add_culture_tradition = scope:considered_tradition_3
		}

	   	add_to_variable_list = {
			name = new_traditions
			target = scope:considered_tradition_3
		}
		scope:advanced_culture = {
			change_cultural_acceptance = {
				target = root.culture
				value = miniscule_positive_culture_acceptance
				desc = cultural_acceptance_gain_adapted_tradition
			}
		}

		if = {
			limit = {
				NOR = {
					has_character_modifier = introduced_foreign_custom_modifier
					has_character_modifier = repeated_foreign_reforms_modifier
					has_character_modifier = assault_on_tradition_modifier
				}
			}
			add_character_modifier = {
				modifier = introduced_foreign_custom_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				has_character_modifier = introduced_foreign_custom_modifier
			}
			remove_character_modifier = introduced_foreign_custom_modifier
			add_character_modifier = {
				modifier = repeated_foreign_reforms_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				has_character_modifier = repeated_foreign_reforms_modifier
			}
			add_character_modifier = {
				modifier = assault_on_tradition_modifier
				years = 10
			}
		}

		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		stress_impact = {
			base = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
		   	ai_value_modifier = {
				ai_energy = 1
				ai_boldness = 1
			}
		}
	}

	#We do this thing... instead of some other thing we used to do
	option = {
		trigger = {
			exists = scope:considered_tradition_4
		}
		name = bp2_yearly.6110.d

		culture = {
			add_culture_tradition = scope:considered_tradition_4
		}

		add_to_variable_list = {
			name = new_traditions
			target = scope:considered_tradition_4
		}
		scope:advanced_culture = {
			change_cultural_acceptance = {
				target = root.culture
				value = miniscule_positive_culture_acceptance
				desc = cultural_acceptance_gain_adapted_tradition
			}
		}

		if = {
			limit = {
				NOR = {
					has_character_modifier = introduced_foreign_custom_modifier
					has_character_modifier = repeated_foreign_reforms_modifier
					has_character_modifier = assault_on_tradition_modifier
				}
			}
			add_character_modifier = {
				modifier = introduced_foreign_custom_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				has_character_modifier = introduced_foreign_custom_modifier
			}
			remove_character_modifier = introduced_foreign_custom_modifier
			add_character_modifier = {
				modifier = repeated_foreign_reforms_modifier
				years = 10
			}
		}
		else_if = {
			limit = {
				has_character_modifier = repeated_foreign_reforms_modifier
			}
			add_character_modifier = {
				modifier = assault_on_tradition_modifier
				years = 10
			}
		}

		custom_tooltip = bp2_yearly.6050.reform_path
		change_variable = {
			name = reform_counter
			add = 1
		}

		stress_impact = {
			base = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_energy = 1
				ai_boldness = 1
			}
		}
	}

	#This is not something we want to start doing
	option = {
		name = bp2_yearly.6110.e
		flavor = bp2_yearly.6110.e.tt

		add_to_variable_list = {
			name = rejected_traditions
			target = scope:considered_tradition_1
		}
		add_to_variable_list = {
			name = rejected_traditions
			target = scope:considered_tradition_2
		}
		add_to_variable_list = {
			name = rejected_traditions
			target = scope:considered_tradition_3
		}
		add_to_variable_list = {
			name = rejected_traditions
			target = scope:considered_tradition_4
		}

		stress_impact = {
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -1
				ai_boldness = -1
			}
		}
	}

	after = {
		if = {
			limit = {
				has_character_flag = considering_reform_realm
			}
			remove_character_flag = considering_reform_realm
		}
		if = {
			limit = {
				has_character_flag = considering_reform_maa
			}
			remove_character_flag = considering_reform_maa
		}
		if = {
			limit = {
				has_character_flag = considering_reform_social
			}
			remove_character_flag = considering_reform_social
		}
		if = {
			limit = {
				has_character_flag = considering_reform_ritual
			}
			remove_character_flag = considering_reform_ritual
		}
		if = {
			limit = {
				has_character_flag = considering_reform_regional
			}
			remove_character_flag = considering_reform_regional
		}
	}
}

#####################################
# Where Bonds Are Tested			#
# by Jason Cantalini				#
# 6120	  							#
#####################################

# Your hostage and his hostage-giver could be reunited... if you allow it
bp2_yearly.6120 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6120.t
	desc = bp2_yearly.6120.desc
			
	theme = hostage
	override_background = {
		trigger = {
			OR = {
				location = root.capital_province
				location = scope:hostage_giver.capital_province
			}
		}
		reference = corridor_day
	}
	override_background = {
		trigger = {
			NOR = {
				location = root.capital_province
				location = scope:hostage_giver.capital_province
			}
		}
		reference = terrain_travel
	}
	left_portrait = {
		character = root
		animation = personality_dishonorable
	}
	right_portrait = {
		character = scope:hostage
		triggered_animation = {
			trigger = {
				scope:hostage = { age < 10 }
			}
			animation = clutching_toy
		}
		animation = personality_compassionate
	}
	lower_right_portrait = {
		character = scope:hostage_giver
	}

	cooldown = {
		years = 5
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		is_adult = yes
		is_landed_or_landless_administrative = yes
		is_imprisoned = no
		is_incapable = no
		any_warden_hostage = {
			age > 3
			age <= 20
			age < root.age
			is_incapable = no
			is_imprisoned = no
			exists = home_court
			is_close_or_extended_family_of = home_court
			opinion = {
				target = home_court
				value > -30
			}
			home_court = {
				age > 12
				is_incapable = no
				is_imprisoned = no
				NOT = { is_at_war_with = root }
			}
			location = home_court.location
			location = root.location
			NOT = { has_character_flag = had_event_bp2_yearly_6120 }
		}
		NOT = {
			location = {
				NOT = { is_raided = no }
			}
		}
	}

	immediate = {
		save_scope_as = warden
		random_warden_hostage = {
			limit = {
				age > 3
				age <= 20
				is_incapable = no
				is_imprisoned = no
				exists = home_court
				is_close_or_extended_family_of = home_court
				opinion = {
					target = home_court
					value > -30
				}
				home_court = {
					age > 12
					is_incapable = no
					is_imprisoned = no
				}
				location = home_court.location
				location = root.location
				NOT = { has_character_flag = had_event_bp2_yearly_6120 }
			}
			save_scope_as = hostage
			home_court ?= {
				save_scope_as = hostage_giver
			}
		}
		scope:hostage = { add_character_flag = had_event_bp2_yearly_6120 }
	}
	#You are a sweetheart and are totally cool with this
	option = {
		trigger = {
			OR = {
				OR = {
					has_trait = generous
					has_trait = compassionate
					has_trait = trusting
					has_trait = content
					has_trait = humble
					has_trait = just
				}
				NOT = {
					can_add_hook = {
						type = favor_hook
						target = scope:hostage_giver
					}
				}
			}
		}
		name = bp2_yearly.6120.a
		flavor = bp2_yearly.6120.a.tt

		add_character_flag = allowing_hostage_reunion

		scope:hostage = {
			save_scope_as = right_portrait_character
		}
		save_scope_as = lower_portrait_character

		scope:hostage = {
			add_opinion = {
				target = root
				opinion = 20
				modifier = grateful_opinion
			}
		}
		scope:hostage_giver = {
			add_opinion = {
				target = root
				opinion = 20
				modifier = grateful_opinion
			}
		}

		stress_impact = {
			sadistic = medium_stress_impact_gain
			callous = medium_stress_impact_gain
			paranoid = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_compassion = 1
				ai_vengefulness = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = sadistic
					has_trait = callous
					has_trait = paranoid
				}
			}
		}
	}
	#You're a jerk and consider letting the relatives meet a favor on your part
	option = {
		trigger = {
			can_add_hook = {
				type = favor_hook
				target = scope:hostage_giver
			}
			NOR = {
				has_trait = generous
				has_trait = compassionate
				has_trait = trusting
				has_trait = content
				has_trait = humble
				has_trait = just
			}
		}
		name = bp2_yearly.6120.b
		flavor = bp2_yearly.6120.b.tt

		save_scope_as = right_portrait_character
		scope:hostage = {
			save_scope_as = lower_portrait_character
		}

		add_character_flag = hook_for_reunion

		custom_tooltip = bp2_yearly.6120.hook
		custom_tooltip = bp2_yearly.6120.hook_acceptance

		scope:hostage_giver = {
			add_opinion = {
				target = root
				opinion = -20
				modifier = angry_opinion
			}
		}

		stress_impact = {
			generous = major_stress_impact_gain
			compassionate = medium_stress_impact_gain
			content = minor_stress_impact_gain
			just = minor_stress_impact_gain
			forgiving = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_greed = 1
				ai_boldness = 1
			}
			modifier = {
				factor = 2
				scope:hostage_giver = {
					ai_compassion >= low_positive_ai_value
				}
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = forgiving
					has_trait = compassionate
					has_trait = content
					has_trait = just
					has_trait = forgiving
					scope:hostage_giver = {
						ai_compassion <= low_negative_ai_value
					}
				}
			}
		}
	}
	#You will try to outshine the hostage's relative in the encounter, affirming you've replaced them
	option = {
		name = bp2_yearly.6120.c
		flavor = bp2_yearly.61020.c.tt

		scope:hostage = {
			save_scope_as = right_portrait_character
		}
		save_scope_as = lower_portrait_character

		add_character_flag = intruding_on_reunion
		
		duel = {
			skill = diplomacy
			target = scope:hostage_giver
			45 = { #It works well
				desc = bp2_yearly.6120.c.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				
				send_interface_toast = {
					title = bp2_yearly.6120.c.success
					left_icon = root
					right_icon = scope:hostage_giver
					scope:hostage_giver = {
						add_opinion = {
							target = root
							opinion = 20
							modifier = grateful_opinion
						}
					}
					progress_towards_friend_effect = {
						CHARACTER = scope:hostage
						OPINION = 30
						REASON = friend_love_more_than_home_court
					}
				}
			}
			55 = { #It doesn't go well
				desc = bp2_yearly.6120.c.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				send_interface_toast = {
					title = bp2_yearly.6120.c.failure
					left_icon = root
					right_icon = scope:hostage_giver
					scope:hostage = {
						add_opinion = {
							target = root
							opinion = -20
							modifier = annoyed_opinion
						}
					}
					scope:hostage_giver = {
						add_opinion = {
							target = root
							opinion = -20
							modifier = annoyed_opinion
						}
					}
				}
			}
		}

		stress_impact = {
			shy = major_stress_impact_gain
			content = minor_stress_impact_gain
			honest = minor_stress_impact_gain
			humble = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_sociability = 1
				ai_energy = 1
			}
			modifier = {
				factor = 2
				diplomacy >= 15
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = shy
					has_trait = content
					has_trait = honest
					has_trait = humble
					diplomacy < 5
				}
			}
			modifier = {
				factor = 0.5
				diplomacy <= 10
			}
		}
	}
	#Contact with someone who's given you to me is forbidden
	option = {
		name = bp2_yearly.6120.d
		flavor = bp2_yearly.6120.d.tt

		save_scope_as = right_portrait_character
		scope:hostage = {
			save_scope_as = lower_portrait_character
		}

		add_character_flag = forbidding_reunion

		add_dread = minor_dread_gain
		scope:hostage = {
			add_opinion = {
				target = root
				opinion = -30
				modifier = angry_opinion
			}
			add_stress = medium_stress_impact_gain
			random = {
				chance = 10
				increase_wounds_effect = { REASON = beaten }
			}
		}
		scope:hostage_giver = {
			add_opinion = {
				target = root
				opinion = -30
				modifier = angry_opinion
			}
		}

		stress_impact = {
			trusting = major_stress_impact_gain
			compassionate = medium_stress_impact_gain
			generous = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_boldness = -1
				ai_compassion = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = trusting
					has_trait = compassionate
					has_trait = generous
				}
			}
		}
	}
	after = {
		scope:hostage_giver = {
			trigger_event = bp2_yearly.6121
		}
	}
}

#####################################
# The Forgone Son					#
# by Jason Cantalini				#
# 6121	  							#
#####################################

#You might be reunited with a hostage you gave away
bp2_yearly.6121 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6121.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:warden = {
						has_character_flag = allowing_hostage_reunion
					}
				}
				desc = bp2_yearly.6121.reunion
			}
			triggered_desc = {
				trigger = {
					scope:warden = {
						has_character_flag = intruding_on_reunion
					}
					
				}
				desc = bp2_yearly.6121.intrusion
			}
			triggered_desc = {
				trigger = {
					scope:warden = {
						has_character_flag = hook_for_reunion
					}
				}
				desc = bp2_yearly.6121.hook
			}
			triggered_desc = {
				trigger = {
					scope:warden = {
						has_character_flag = forbidding_reunion
					}
				}
				desc = bp2_yearly.6121.forbidden
			}
		}
	}
			
	theme = hostage
	override_background = {
		trigger = {
			OR = {
				location = root.capital_province
				location = scope:hostage_giver.capital_province
			}
		}
		reference = throne_room
	}
	override_background = {
		trigger = {
			NOR = {
				location = root.capital_province
				location = scope:hostage_giver.capital_province
			}
		}
		reference = terrain_travel
	}
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				scope:warden = {
					OR = {
						has_character_flag = allowing_hostage_reunion
						has_character_flag = intruding_on_reunion
					}
				}
				has_trait = compassionate
			}
			animation = admiration
		}
		triggered_animation = {
			trigger = {
				scope:warden = {
					OR = {
						has_character_flag = allowing_hostage_reunion
						has_character_flag = intruding_on_reunion
					}
					NOT = { has_trait = compassionate }
				}
			}
			animation = personality_content
		}
		triggered_animation = {
			trigger = {
				scope:warden = {
					OR = {
						has_character_flag = hook_for_reunion
						has_character_flag = forbidding_reunion
					}
				}
			}
			animation = war_attacker
		}
	}
	right_portrait = {
		character = scope:right_portrait_character
		triggered_animation = {
			trigger = {
				scope:warden = {
					OR = {
						has_character_flag = allowing_hostage_reunion
						has_character_flag = intruding_on_reunion
					}
				}
			}
			animation = wedding_happy_cry
		}
		triggered_animation = {
			trigger = {
				scope:warden = {
					has_character_flag = hook_for_reunion
				}
			}
			animation = scheme
		}
		triggered_animation = {
			trigger = {
				scope:warden = {
					has_character_flag = forbidding_reunion
				}
			}
			animation = dismissal
		}
	}
	lower_right_portrait = {
		character = scope:lower_portrait_character
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		scope:hostage = {
			is_alive = yes
			is_hostage_of = scope:warden
		}
		scope:warden = {
			is_alive = yes
		}
	}

	immediate = {
	}
	#You're coming with me, kid
	option = {
		trigger = {
			scope:warden = {
				has_character_flag = allowing_hostage_reunion
			}
			OR = {
				has_trait = compassionate
				has_trait = arbitrary
				has_trait = eccentric
				has_relation_friend = scope:hostage
			}
			NOR = {
				has_trait = just
				has_relation_friend = scope:warden
				location.county.holder = scope:warden
				location.county.holder.liege = scope:warden
				location.county.holder.top_liege = scope:warden
			}
		}
		name = bp2_yearly.6121.a
		flavor = bp2_yearly.6121.a.tt

		add_character_flag = rescuing_hostage
		trigger_event = bp2_yearly.6122

		bp2_return_hostage_effect = { HOSTAGE = scope:hostage }
		
		add_prestige = major_prestige_loss
		if = {
			limit = {
				can_set_relation_rival_trigger = { CHARACTER = scope:warden }
			}
			set_relation_rival = {
				reason = rival_stole_hostage
				target = scope:warden
			}
		}
		if = {
			limit = {
				can_set_relation_friend_trigger = { CHARACTER = scope:hostage }
			}
			set_relation_friend = {
				reason = friend_defied_warden_for_love
				target = scope:hostage
			}
		}
		else = {
			scope:hostage = {
				add_opinion = {
					target = root
					opinion = 40
					modifier = love_opinion
				}
			}
		}

		stress_impact = {
			callous = medium_stress_impact_gain
			content = minor_stress_impact_gain
			craven = medium_stress_impact_gain
			calm = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_boldness = 1
				ai_compassion = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = content
					has_trait = craven
					has_trait = calm
				}
			}
		}
	}
	#A big gift to make hostage happy and flex on their warden
	option = {
		trigger = {
			scope:warden = {
				OR = {
					has_character_flag = allowing_hostage_reunion
					has_character_flag = intruding_on_reunion
				}
			}
		}
		name = bp2_yearly.6121.b
		flavor = bp2_yearly.6121.b.tt
		scope:warden = {
			trigger_event = bp2_yearly.6123
		}
		dynasty = {
			add_dynasty_prestige = miniscule_dynasty_prestige_gain
		}
		scope:hostage = {
			add_opinion = {
				target = root
				opinion = 30
				modifier = love_opinion
			}
		}
		pay_short_term_gold = {
			target = scope:hostage
			gold = medium_gold_value
		}
		scope:warden = {
			add_opinion = {
				target = root
				opinion = -20
				modifier = annoyed_opinion
			}
		}

		stress_impact = {
			greedy = major_stress_impact_gain
			temperate = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_greed = -1
			}
			modifier = {
				factor = 0
				OR = {
					NOT = {
						short_term_gold >= medium_gold_value
					}
					has_trait = greedy
					has_trait = temperate
				}
			}
		}
	}
	#Just makes me so happy to see the lil guy
	option = {
		trigger = {
			scope:warden = {
				OR = {
					has_character_flag = allowing_hostage_reunion
					has_character_flag = intruding_on_reunion
				}
			}
		}
		name = bp2_yearly.6121.c
		scope:warden = {
			trigger_event = bp2_yearly.6123
		}

		scope:hostage = {
			add_opinion = {
				target = root
				opinion = 15
				modifier = pleased_opinion
			}
		}
		if = {
			limit = {
				NOR = {
					has_trait = sadistic
					has_trait = callous
				}
			}
			stress_impact = {
				base = medium_stress_impact_loss
				generous = minor_stress_impact_gain
			}
		}
		else = {
			stress_impact = {
				generous = minor_stress_impact_gain
			}
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_greed = 1
				ai_energy = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = generous
				}
			}
		}
	}
	#I'll give the hook. It's worth seeing my family member
	option = {
		trigger = {
			scope:warden = {
				has_character_flag = hook_for_reunion
			}
		}
		name = bp2_yearly.6121.d
		flavor = bp2_yearly.6121.d.tt

		add_character_flag = favor_for_hostage
		trigger_event = bp2_yearly.6122

		scope:hostage = {
			add_opinion = {
				target = root
				opinion = 30
				modifier = love_opinion
			}
		}
		dynasty = {
			add_dynasty_prestige = miniscule_dynasty_prestige_gain
		}
		scope:warden = {
			add_hook = {
		  		target = root
		  		type = favor_hook
		 	}
		}

		stress_impact = {
			paranoid = major_stress_impact_gain
			callous = medium_stress_impact_gain
			arbitrary = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_compassion = 1
				ai_greed = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = callous
					has_trait = arbitrary
				}
			}
		}
	}
	#I'll sneakily see my family member!
	option = {
		trigger = {
			scope:warden = {
				OR = {
					has_character_flag = hook_for_reunion
					has_character_flag = forbidding_reunion
				}
			}
		}
		name = bp2_yearly.6121.e
		flavor = bp2_yearly.6121.e.tt

		duel = {
			skill = intrigue
			target = scope:warden
			50 = { #It works well
				desc = bp2_yearly.6121.e.success
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
				}
				
				send_interface_toast = {
					title = bp2_yearly.6121.e.success
					left_icon = root
					right_icon = scope:hostage
					add_stress = minor_stress_impact_loss
					if = {
						limit = {
							can_set_relation_friend_trigger = { CHARACTER = scope:hostage }
						}
						set_relation_friend = {
							reason = friend_defied_warden_for_love
							target = scope:hostage
						}
					}
					else = {
						scope:hostage = {
							add_opinion = {
								target = root
								opinion = 40
								modifier = love_opinion
							}
						}
					}
					add_character_flag = sneaking_to_hostage
					trigger_event = bp2_yearly.6122
				}
			}
			50 = { #It doesn't go well
				desc = bp2_yearly.6121.e.failure
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
				}
				send_interface_toast = {
					title = bp2_yearly.6121.e.failure
					left_icon = root
					right_icon = scope:hostage
					add_prestige = medium_prestige_loss
					scope:warden = {
						add_opinion = {
							target = root
							opinion = -20
							modifier = angry_opinion
						}
					}
					scope:hostage = {
						add_opinion = {
							target = root
							opinion = 20
							modifier = love_opinion
						}
					}
					add_character_flag = failed_sneaking_to_hostage
					scope:warden = {
						trigger_event = bp2_yearly.6123
					}
				}
			}
		}

		stress_impact = {
			just = major_stress_impact_gain
			honest = major_stress_impact_gain
			content = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_honor = -1
				ai_boldness = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = just
					has_trait = honest
					has_trait = content
					intrigue <= 5
				}
			}
		}
	}
	#I didn't need to see the hostage anyway, who cares...
	option = {
		trigger = {
			scope:warden = {
				OR = {
					has_character_flag = hook_for_reunion
					has_character_flag = forbidding_reunion
				}
			}
		}
		name = bp2_yearly.6121.f
		flavor = bp2_yearly.6121.f.tt
		scope:warden = {
			trigger_event = bp2_yearly.6123
		}

		if = {
			limit = {
				scope:warden = {
					has_character_flag = hook_for_reunion
				}
			}
			scope:hostage = {
				add_opinion = {
					target = root
					opinion = -20
					modifier = disappointed_opinion
				}
			}
		}
		if = {
			limit = {
				opinion = {
					target = scope:hostage
					value >= 0
				}
			}
			stress_impact = {
				sadistic = minor_stress_impact_loss
				callous = minor_stress_impact_loss
				fickle = minor_stress_impact_loss
				base = minor_stress_impact_gain
				compassionate = miniscule_stress_impact_gain
				loyal = miniscule_stress_impact_gain
			}
		}
		else = {
			stress_impact = {
				compassionate = minor_stress_impact_gain
				forgiving = miniscule_stress_impact_gain
			}
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_compassion = -1
				ai_energy = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = compassionate
					has_trait = loyal
					has_trait = forgiving
				}
			}
		}
	}
}

#####################################
# Not Forgotten						#
# by Jason Cantalini				#
# 6122	  							#
#####################################

#You did something worth following up to see your hostage - or rescue them
bp2_yearly.6122 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6122.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					has_character_flag = rescuing_hostage
				}
				desc = bp2_yearly.6122.rescue
			}
			triggered_desc = {
				trigger = {
					has_character_flag = favor_for_hostage
				}
				desc = bp2_yearly.6121.intrusion
			}
			triggered_desc = {
				trigger = {
					has_character_flag = sneaking_to_hostage
				}
				desc = bp2_yearly.6122.sneaking
			}
		}
	}
			
	theme = hostage
	override_background = {
		trigger = {
			OR = {
				location = root.capital_province
				location = scope:hostage_giver.capital_province
			}
		}
		reference = corridor_night
	}
	override_background = {
		trigger = {
			NOR = {
				location = root.capital_province
				location = scope:hostage_giver.capital_province
			}
		}
		reference = ep2_hunt_foggy_forest
	}
	left_portrait = {
		character = root
		animation = personality_forgiving
	}
	right_portrait = {
		character = scope:hostage
		animation = ecstasy
	}
	lower_right_portrait = {
		character = scope:warden
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		scope:hostage = {
			is_alive = yes
		}
		scope:warden = {
			is_alive = yes
		}
	}

	#You're coming with me, kid
	option = {
		trigger = {
			OR = {
				has_trait = compassionate
				has_trait = arbitrary
				has_trait = eccentric
				has_relation_friend = scope:hostage
			}
			NOR = {
				has_trait = just
				has_relation_friend = scope:warden
				location.county.holder = scope:warden
				location.county.holder.liege = scope:warden
				location.county.holder.top_liege = scope:warden
				has_character_flag = rescuing_hostage
				has_character_flag = favor_for_hostage

			}
		}
		name = bp2_yearly.6121.a
		flavor = bp2_yearly.6121.a.tt

		add_character_flag = rescuing_hostage
		scope:warden = {
			trigger_event = bp2_yearly.6123
		}

		bp2_return_hostage_effect = { HOSTAGE = scope:hostage }
		
		add_prestige = major_prestige_loss

		if = {
			limit = {
				can_set_relation_rival_trigger = { CHARACTER = scope:warden }
			}
			set_relation_rival = {
				reason = rival_stole_hostage
				target = scope:warden
			}
		}
		if = {
			limit = {
				can_set_relation_friend_trigger = { CHARACTER = scope:hostage }
			}
			set_relation_friend = {
				reason = friend_defied_warden_for_love
				target = scope:hostage
			}
		}
		else = {
			scope:hostage = {
				add_opinion = {
					target = root
					opinion = 40
					modifier = love_opinion
				}
			}
		}

		stress_impact = {
			callous = medium_stress_impact_gain
			content = minor_stress_impact_gain
			craven = medium_stress_impact_gain
			calm = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_boldness = 1
				ai_compassion = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = callous
					has_trait = content
					has_trait = craven
					has_trait = calm
				}
			}
		}
	}
	#Just makes me so happy to see the lil guy
	option = {
		trigger = {
			OR = {
				has_character_flag = sneaking_to_hostage
				has_character_flag = favor_for_hostage
			}
		}
		name = bp2_yearly.6121.c

		scope:warden = {
			trigger_event = bp2_yearly.6123
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_boldness = -1
				ai_compassion = -1
			}
		}
	}
	#You have rescued the hostage, nothing else to be done... for now
	option = {
		trigger = {
			has_character_flag = rescuing_hostage
		}
		name = bp2_yearly.6122.c

		scope:warden = {
			trigger_event = bp2_yearly.6123
		}

		stress_impact = {
		}

		ai_chance = {
			base = 10
		}
	}
}

#####################################
# The Scion of Peace				#
# by Jason Cantalini				#
# 6123	  							#
#####################################

#You did something worth following up to see your hostage - or rescue them
bp2_yearly.6123 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6123.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:hostage_giver = { has_character_flag = rescuing_hostage }
				}
				desc = bp2_yearly.6123.stolen_hostage
			}
			triggered_desc = {
				trigger = {
					scope:hostage_giver = { has_character_flag = favor_for_hostage }
				}
				desc = bp2_yearly.6123.favor_accepted
			}
			triggered_desc = {
				trigger = {
					scope:hostage_giver = {
						has_character_flag = failed_sneaking_to_hostage
					}
				}
				desc = bp2_yearly.6123.sneaker
			}
			triggered_desc = {
				trigger = {
					OR = {
						scope:warden = {
							OR = {
								has_character_flag = forbidding_reunion
								has_character_flag = hook_for_reunion
							}
						}
						scope:hostage_giver = {
							has_character_flag = sneaking_to_hostage
						}
					}
				}
				desc = bp2_yearly.6123.forbidden_desc
			}
			desc = bp2_yearly.6123.desc
		}
	}
			
	theme = hostage
	override_background = {
		trigger = {
			OR = {
				location = root.capital_province
				location = scope:hostage_giver.capital_province
			}
		}
		reference = courtyard
	}
	override_background = {
		trigger = {
			NOR = {
				location = root.capital_province
				location = scope:hostage_giver.capital_province
			}
		}
		reference = ep2_hunt_foggy_forest
	}
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = {
				OR = {
					scope:hostage_giver = { has_character_flag = rescuing_hostage }
					scope:hostage_giver = {
						has_character_flag = failed_sneaking_to_hostage
					}
				}
			}
			animation = anger
		}
		triggered_animation = {
			trigger = {
				NOR = {
					scope:hostage_giver = { has_character_flag = rescuing_hostage }
					scope:hostage_giver = {
						has_character_flag = failed_sneaking_to_hostage
					}
				}
			}
			animation = personality_honorable
		}
	}
	right_portrait = {
		character = scope:hostage_giver
		animation = war_defender
	}
	lower_right_portrait = {
		character = scope:hostage
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		scope:hostage = {
			is_alive = yes
		}
		scope:hostage_giver = {
			is_alive = yes
		}
	}

	immediate = {
		if = {
			limit = {
				has_relation_rival = scope:hostage_giver
			}
			show_as_tooltip = {
				set_relation_rival = {
					reason = rival_stole_hostage
					target = scope:hostage_giver
				}
			}
		}
		if = {
			limit = {
				scope:hostage = {
					liege = scope:hostage_giver
				}
			}
			custom_tooltip = bp2_yearly.6123.return_hostage
			show_as_tooltip = {
				scope:hostage_giver = {
					add_prestige = major_prestige_loss
				}
			}
		}
		if = {
			limit = {
				scope:hostage_giver = { has_character_flag = failed_sneaking_to_hostage }
			}
			show_as_tooltip = {
				scope:hostage_giver = {
					add_prestige = medium_prestige_loss
				}
			}
		}
		if = {
			limit = {
				scope:hostage_giver = { has_character_flag = favor_for_hostage }
			}
			show_as_tooltip = {
				scope:warden = {
					add_hook = {
				  		target = scope:hostage_giver
				  		type = favor_hook
				 	}
				}
			}
		}
	}
	#You have rescued the hostage, nothing else to be done... for now
	option = {
		name = bp2_yearly.6123.a

		remove_character_flag ?= forbidding_reunion
		remove_character_flag ?= hook_for_reunion
		remove_character_flag ?= hook_for_reunion
		remove_character_flag ?= intruding_on_reunion
		scope:hostage_giver = {
			remove_character_flag ?= failed_sneaking_to_hostage
			remove_character_flag ?= rescuing_hostage
			remove_character_flag ?= sneaking_to_hostage
			remove_character_flag ?= favor_for_hostage
		}

		if = {
			limit = {
				scope:hostage_giver = {
					OR = {
						has_character_flag = rescuing_hostage
						has_character_flag = failed_sneaking_to_hostage
					}
				}
			}
			stress_impact = {
				wrathful = minor_stress_impact_gain
				vengeful = minor_stress_impact_gain
				just = minor_stress_impact_gain
				trusting = minor_stress_impact_gain
			}
		}
		

		ai_chance = {
			base = 10
		}
	}
}

#####################################
# Captive, Captivated				#
# by Jason Cantalini				#
# 6130	  							#
#####################################

scripted_trigger bp2_yearly_6130_hostage_trigger = {
	is_adult = no
	age > 5
	is_incapable = no
	is_imprisoned = no
	save_temporary_scope_as = potential_hostage
	root = {
		any_close_family_member = {
			bp2_yearly_6130_family_trigger = { HOSTAGE = scope:potential_hostage }
			OR = {
				AND = {
					opinion = {
						target = scope:potential_hostage
						value >= 5
					}
					scope:potential_hostage = {
						opinion = {
							target = prev
							value >= 5
						}
					}
				}
				has_relation_friend = scope:potential_hostage
			}
		}
	}
}

scripted_trigger bp2_yearly_6130_family_trigger = {
	NOT = { $HOSTAGE$ = this }
	is_ai = yes
	age > 5
	is_adult = no
	is_incapable = no
	is_imprisoned = no
}

#Your hostage and one of your family members are becoming friends
bp2_yearly.6130 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6130.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					OR = {
						scope:hostage = {
							age >= scope:kin.age_plus_5
						}
						scope:kin = {
							age >= scope:hostage.age_plus_5
						}
					}
				}
				desc = bp2_yearly.6130.desc.different_ages
			}
			desc = bp2_yearly.6130.desc
		}
	} 
			
	theme = hostage
	override_background = {
		reference = study
	}
	left_portrait = {
		character = scope:kin
		triggered_animation = {
			trigger = {
				age >= scope:hostage.age_plus_5
			}
			animation = personality_forgiving
		}
		triggered_animation = {
			trigger = {
				age < scope:hostage.age_plus_5
			}
			animation = laugh
		}
	}
	right_portrait = {
		character = scope:hostage
		triggered_animation = {
			trigger = {
				age >= scope:kin.age_plus_5
			}
			animation = happy_teacher
		}
		triggered_animation = {
			trigger = {
				age < scope:kin.age_plus_5
			}
			animation = child_hobby_horse
		}
	}

	cooldown = {
		years = 10
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		age > 14
		is_incapable = no
		is_imprisoned = no
		is_landed_or_landless_administrative = yes
		is_available = yes
		any_warden_hostage = {
			bp2_yearly_6130_hostage_trigger = yes
			save_temporary_scope_as = hostage_temp
			root = {
				any_close_family_member = {
					bp2_yearly_6130_family_trigger = { HOSTAGE = scope:hostage_temp }
				}
			}
		}
	}

	immediate = {
		random_warden_hostage = {
			limit = {
				bp2_yearly_6130_hostage_trigger = yes
				save_temporary_scope_as = hostage_temp
				root = {
					any_close_family_member = {
						bp2_yearly_6130_family_trigger = { HOSTAGE = scope:hostage_temp }
					}
				}
			}
			save_scope_as = hostage
		}
		#first try to get a future ruler who is friends with the hostage
		random_close_family_member = {
			limit = {
				is_heir_of = root
				has_relation_friend = scope:hostage
				bp2_yearly_6130_family_trigger = { HOSTAGE = scope:hostage }
				opinion = {
					target = scope:hostage
					value >= 5
				}
				scope:hostage = {
					opinion = {
						target = prev
						value >= 5
					}
				}
			}
			alternative_limit = {
				is_heir_of = root
				bp2_yearly_6130_family_trigger = { HOSTAGE = scope:hostage }
				opinion = {
					target = scope:hostage
					value >= 5
				}
				scope:hostage = {
					opinion = {
						target = prev
						value >= 5
					}
				}
			}
			alternative_limit = {
				has_relation_friend = scope:hostage
				bp2_yearly_6130_family_trigger = { HOSTAGE = scope:hostage }
				opinion = {
					target = scope:hostage
					value >= 5
				}
				scope:hostage = {
					opinion = {
						target = prev
						value >= 5
					}
				}
			}
			alternative_limit = {
				bp2_yearly_6130_family_trigger = { HOSTAGE = scope:hostage }
			}
			save_scope_as = kin
		}
	}
	#You encourage their burgeoning friendship
	option = {
		name = bp2_yearly.6130.a
		flavor = bp2_yearly.6130.a.tt

		scope:kin = {
			create_character_memory = {
				type = hostage_oath_of_friendship
				participants = { friend = scope:hostage }
			}
		}
		scope:hostage = {
			create_character_memory = {
				type = hostage_oath_of_friendship
				participants = { friend = scope:kin }
			}
		}
		custom_tooltip = bp2_yearly.6130.alliance

		scope:hostage = {
			add_opinion = {
				target = root
				opinion =  10
				modifier = grateful_opinion
			}
		}

		if = {
			limit = {
				scope:kin = {
					has_relation_friend = scope:hostage
				}
			}
			scope:kin = {
				set_relation_best_friend = scope:hostage
			}
			
		}
		else_if = {
			limit = {
				scope:kin = {
					can_set_relation_friend_trigger = { CHARACTER = scope:hostage }
				}
			}
			scope:kin = {
				set_relation_friend = scope:hostage
			}
		}
		else = {
			scope:hostage = {
				add_opinion = {
					target = scope:kin
					opinion = 40
					modifier = friendliness_opinion
				}
			}
			scope:kin = {
				add_opinion = {
					target = scope:hostage
					opinion = 40
					modifier = friendliness_opinion
				}
			}
		}
		
		
		
		if = {
			limit = {
				exists = scope:hostage.home_court
				OR = {
					has_relation_rival = scope:hostage.home_court
					has_relation_nemesis = scope:hostage.home_court
					opinion = {
						target = scope:hostage.home_court
						value <= -90
					}
				}
				NOT = {
					has_trait = forgiving
				}
			}
			stress_impact = {
				base = medium_stress_impact_gain
				vengeful = medium_stress_impact_gain
				paranoid = medium_stress_impact_gain
				wrathful = minor_stress_impact_gain
				stubborn = minor_stress_impact_gain
			}
		}
		else = {
			stress_impact = {
				paranoid = minor_stress_impact_gain
				disloyal = minor_stress_impact_gain
				deceitful = minor_stress_impact_gain
			}
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_vengefulness = -1
				ai_sociability = 1
			}
			modifier = {
				factor = 0.5
				exists = scope:hostage.home_court
				OR = {
					has_relation_rival = scope:hostage.home_court
					has_relation_nemesis = scope:hostage.home_court
					opinion = {
						target = scope:hostage.home_court
						value <= -90
					}
				}
				NOT = {
					has_trait = forgiving
				}
			}
			modifier = {
				factor = 0
				exists = scope:hostage.home_court
				OR = {
					has_relation_rival = scope:hostage.home_court
					has_relation_nemesis = scope:hostage.home_court
					opinion = {
						target = scope:hostage.home_court
						value <= -90
					}
				}
				NOT = {
					has_trait = forgiving
				}
				OR = {
					has_trait = vengeful
					has_trait = paranoid
					has_trait = wrathful
					has_trait = stubborn
				}
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = deceitful
				}
			}
		}
	}
	#You think the child should focus on fitting in with your family instead
	option = {
		name = bp2_yearly.6130.b
		flavor = bp2_yearly.6130.b.tt

		scope:kin = {
			every_close_family_member = {
				custom = all_close_family_members
				add_opinion = {
					target = scope:kin
					modifier = love_opinion
					opinion = 20
				}
			}
		}
		custom_tooltip = bp2_yearly.6130.family_opinion
		hidden_effect = {
			scope:kin = {
				every_close_family_member = {
					reverse_add_opinion = {
						target = scope:kin
						modifier = love_opinion
						opinion = 30
					}
				}
			}
		}
		scope:hostage = {
			add_opinion = {
				target = root
				opinion = -20
				modifier = angry_opinion
			}
		}
		
		if = {
			limit = {
				scope:kin = {
					has_relation_friend = scope:hostage
				}
			}
			scope:kin = {
				remove_relation_friend = scope:hostage
			}
		}
		else = {
			scope:hostage = {
				add_opinion = {
					target = scope:kin
					opinion = -20
					modifier = angry_opinion
				}
			}
		}

		stress_impact = {
			trusting = medium_stress_impact_gain
			gregarious = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_boldness = -1
				ai_honor = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = trusting
					has_trait = gregarious
					has_trait = ambitious
				}
			}
		}
	}
}

#####################################
# For Amity, Too Young				#
# by Jason Cantalini				#
# 6140	  							#
#####################################

scripted_trigger bp2_yearly_6140_hostage_trigger = {
	is_adult = no
	age > 5
	is_incapable = no
	is_imprisoned = no
	save_temporary_scope_as = potential_hostage
	root = {
		any_close_family_member = {
			bp2_yearly_6140_family_trigger = yes
			OR = {
				NOT = { has_relation_friend = scope:potential_hostage }
				has_relation_victim = scope:potential_hostage
			}
		}
	}
}


scripted_trigger bp2_yearly_6140_family_trigger = {
	is_ai = yes
	age > 5
	is_adult = no
	is_incapable = no
	is_imprisoned = no
	NOT = { has_trait = compassionate }
}

#Your hostage and one of your family members are becoming rivals
bp2_yearly.6140 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6140.t
	desc = bp2_yearly.6140.desc
			
	theme = hostage
	override_background = {
		trigger = {
			NOR = {
				# EK EDIT: plugged in fitting EK religion
				faith = { religion = religion:khajiiti_religion } 
			}
		}
		reference = temple
	}
	override_background = {
		trigger = {
			OR = {
				# EK EDIT: plugged in fitting EK religion
				faith = { religion = religion:khajiiti_religion } 
			}
		}
		reference = ep2_holy_site_indian
	}
	left_portrait = {
		character = scope:kin
		animation = war_attacker
	}
	right_portrait = {
		character = scope:hostage
		animation = personality_vengeful
	}

	cooldown = {
		years = 10
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		age > 14
		is_incapable = no
		is_imprisoned = no
		is_landed_or_landless_administrative = yes
		is_available = yes
		any_warden_hostage = {
			exists = home_court
			bp2_yearly_6140_hostage_trigger = yes
		}
		
	}

	immediate = {
		save_scope_as = root_scope
		random_warden_hostage = {
			limit = {
				bp2_yearly_6140_hostage_trigger = yes
			}
			save_scope_as = hostage
		}
		scope:hostage.home_court = {
			save_scope_as = home_court
		}
		#first try to get a future ruler who is bullies with the hostage
		random_close_family_member = {
			limit = {
				is_heir_of = root
				has_relation_victim = scope:hostage
				bp2_yearly_6140_family_trigger = yes
				AND = {
					opinion = {
						target = scope:hostage
						value <= -5
					}
					scope:hostage = {
						opinion = {
							target = prev
							value <= -5
						}
					}
				}
			}
			alternative_limit = {
				is_heir_of = root
				bp2_yearly_6140_family_trigger = yes
				AND = {
					opinion = {
						target = scope:hostage
						value <= -5
					}
					scope:hostage = {
						opinion = {
							target = prev
							value <= -5
						}
					}
				}
			}
			alternative_limit = {
				has_relation_victim = scope:hostage
				bp2_yearly_6140_family_trigger = yes
				AND = {
					opinion = {
						target = scope:hostage
						value <= -5
					}
					scope:hostage = {
						opinion = {
							target = prev
							value <= -5
						}
					}
				}
			}
			alternative_limit = {
				bp2_yearly_6140_family_trigger = yes
			}
			save_scope_as = kin
		}
	}
	#You encourage their burgeoning hatred
	option = {
		name = bp2_yearly.6140.a
		flavor = bp2_yearly.6140.a.tt

		scope:kin = {
			add_intrigue_skill = 1
		}
		scope:kin = {
			add_opinion = {
				target = root
				opinion =  20
				modifier = love_opinion
			}
		}
		scope:hostage = {
			add_opinion = {
				target = root
				opinion =  -20
				modifier = hate_opinion
			}
		}

		if = {
			limit = {
				scope:kin = {
					can_set_relation_victim_trigger = { CHARACTER = scope:hostage }
				}
			}
			scope:kin = {
				set_relation_victim = scope:hostage
			}
		}
		else = {
			scope:hostage = {
				add_opinion = {
					target = scope:kin
					opinion = -40
					modifier = hate_opinion
				}
			}
			scope:kin = {
				add_opinion = {
					target = scope:hostage
					opinion = -40
					modifier = hate_opinion
				}
			}
		}
		
		stress_impact = {
			compassionate = medium_stress_impact_gain
			forgiving = minor_stress_impact_gain
			trusting = minor_stress_impact_gain
			craven = minor_stress_impact_gain
			humble = miniscule_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_compassion = -1
				ai_boldness = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = forgiving
					has_trait = compassionate
					has_trait = trusting
					has_trait = craven
				}
			}
		}
	}
	#You try to teach the child about peace instead
	option = {
		name = bp2_yearly.6140.b
		flavor = bp2_yearly.6140.b.tt

		add_piety = minor_piety_gain

		scope:hostage = {
			add_opinion = {
				target = root
				opinion = 20
				modifier = grateful_opinion
			}
		}
		if = {
			limit = {
				scope:kin = {
					has_relation_victim = scope:hostage
				}
			}
			scope:kin = {
				remove_relation_victim = scope:hostage
			}
		}
		else = {
			scope:hostage = {
				add_opinion = {
					target = scope:kin
					opinion = 30
					modifier = forgiven_opinion
				}
			}
			scope:kin = {
				add_opinion = {
					target = scope:hostage
					opinion = 30
					modifier = forgiven_opinion
				}
			}
		}

		stress_impact = {
			sadistic = minor_stress_impact_gain
			callous = minor_stress_impact_gain
			arbitrary = minor_stress_impact_gain
			vengeful = minor_stress_impact_gain
			wrathful = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = sadistic
					has_trait = callous
					has_trait = arbitrary
					has_trait = vengeful
					has_trait = wrathful
				}
			}
		}
	}
}

#####################################
# The Assurance Speaks				#
# by Jason Cantalini				#
# 6150	  							#
#####################################

scripted_trigger bp2_yearly_6150_hostage_trigger = {
	age > 5
	is_incapable = no
	is_imprisoned = no
	location = root.location
	OR = {
		has_trait = shy
		has_trait = fickle
		has_trait = paranoid
		has_trait = depressed_1
		has_trait = depressed_genetic
		has_trait = hunchbacked
		has_trait = scaly
		has_trait = clubfooted
		has_trait = albino
		has_trait = dwarf
		has_trait = beauty_bad_2
		has_trait = beauty_bad_3
		has_trait = pensive
		stress_level >= 1
	}
	NOR = {
		has_trait = gregarious
		has_trait = brave
		has_trait = diligent
		has_trait = arrogant
		has_trait = charming
	}
}

#Your antisocial hostage is reticent to be stand by you, as a hostage should during ceremonies and petitions
bp2_yearly.6150 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6150.t
	desc = bp2_yearly.6150.desc
			
	theme = hostage
	override_background = {
		reference = throne_room
	}
	left_portrait = {
		character = root
		animation = personality_content
	}
	right_portrait = {
		character = scope:hostage
		animation = personality_coward
	}

	cooldown = {
		years = 10
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		age > 10
		is_incapable = no
		is_imprisoned = no
		is_landed_or_landless_administrative = yes
		is_at_war = no
		is_available = yes
		any_warden_hostage = {
			exists = home_court
			bp2_yearly_6150_hostage_trigger = yes
		}
	}

	immediate = {
		save_scope_as = root_scope
		random_warden_hostage = {
			limit = {
				bp2_yearly_6150_hostage_trigger = yes
			}
			save_scope_as = hostage
		}
		scope:hostage.home_court = {
			save_scope_as = home_court
		}
	}
	#You tell the hostage being presented as part of your family will make them feel better
	option = {
		name = bp2_yearly.6150.a
		flavor = bp2_yearly.6150.a.tt

		add_character_modifier = {
			modifier = hostages_accepted_into_family_modifier
			years = 20
		}

		every_close_family_member = {
			custom = all_close_family_members
			add_opinion = {
				target = scope:hostage
				modifier = friendliness_opinion
				opinion = 20
			}
		}
		custom_tooltip = bp2_yearly.6150.family_opinion_hostage
		hidden_effect = {
			every_close_family_member = {
				reverse_add_opinion = {
					target = scope:hostage
					modifier = friendliness_opinion
					opinion = 10
				}
			}
		}
		
		stress_impact = {
			paranoid = minor_stress_impact_gain
			shy = miniscule_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_sociability = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = shy
				}
			}
		}
	}
	#You're fine with them spending more time studying with prelates instead
	option = {
		name = bp2_yearly.6150.b
		flavor = bp2_yearly.6150.b.tt

		add_character_modifier = {
			modifier = eschews_flaunting_of_hostages_modifier
			years = 20
		}

		scope:hostage = {
			add_learning_skill = 1
			add_diplomacy_skill = -1
		}

		stress_impact = {
			stubborn = minor_stress_impact_gain
			arrogant = minor_stress_impact_gain
			ambitious = miniscule_stress_impact_gain
			gregarious = miniscule_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_greed = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = stubborn
					has_trait = arrogant
					has_trait = ambitious
					has_trait = arrogant
				}
			}
		}
	}
	#Tell them to sit down and shut up
	option = {
		name = bp2_yearly.6150.c
		flavor = bp2_yearly.6150.c.tt

		add_prestige = minor_prestige_gain

		scope:hostage = {
			add_opinion = {
				target = root
				modifier = cruelty_opinion
				opinion = -20
			}
		}

		stress_impact = {
			arrogant = minor_stress_impact_loss
			sadistic = minor_stress_impact_loss
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
			forgiving = minor_stress_impact_gain
			gregarious = miniscule_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_compassion = -1
			}
		}
	}
}

#####################################
# Worst of my Riders				#
# by Jason Cantalini				#
# 6160	  							#
#####################################

scripted_trigger bp2_yearly_6160_hostage_trigger = {
	can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
	is_adult = no
	age > 6
	is_incapable = no
	is_imprisoned = no
	NOR = {
		has_trait = just
		has_trait = craven
	}
	save_temporary_scope_as = potential_hostage
	root = {
		any_close_family_member = {
			bp2_yearly_6160_family_trigger = yes
			age <= scope:potential_hostage.age
			OR = {
				AND = {
					opinion = {
						target = scope:potential_hostage
						value >= -5
					}
					scope:potential_hostage = {
						opinion = {
							target = prev
							value >= -5
						}
					}
				}
				has_relation_friend = scope:potential_hostage
			}
		}
	}
}

scripted_trigger bp2_yearly_6160_family_trigger = {
	can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
	is_ai = yes
	age > 6
	is_adult = no
	is_incapable = no
	is_imprisoned = no
	NOR = {
		has_trait = just
		has_trait = craven
	}
}

# your kid and your hostage snuck out of the palace to see your capital and rode a horse into a ditch trying to escape being caught
bp2_yearly.6160 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6160.t
	desc = bp2_yearly.6160.desc
	content_source = dlc_009
			
	theme = hostage
	override_background = {
		reference = ep2_hunt_foggy_forest
	}
	left_portrait = {
		character = scope:kin
		animation = crying
	}
	right_portrait = {
		character = scope:hostage
		animation = jockey_loss
		camera = camera_event_horse_right
	}

	cooldown = {
		years = 5
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		is_available_adult = yes
		is_landed_or_landless_administrative = yes
		any_warden_hostage = {
			bp2_yearly_6160_hostage_trigger = yes
		}
	}

	immediate = {
		random_warden_hostage = {
			limit = {
				bp2_yearly_6160_hostage_trigger = yes
			}
			save_scope_as = hostage
		}
		#first try to get a future ruler who is friends with the hostage
		random_close_family_member = {
			limit = {
				is_heir_of = root
				has_relation_friend = scope:hostage
				bp2_yearly_6160_family_trigger = yes
				age <= scope:hostage.age
			}
			alternative_limit = {
				is_heir_of = root
				bp2_yearly_6160_family_trigger = yes
				age <= scope:hostage.age
				opinion = {
					target = scope:hostage
					value >= -5
				}
				scope:hostage = {
					opinion = {
						target = prev
						value >= -5
					}
				}
			}
			alternative_limit = {
				has_relation_friend = scope:hostage
				bp2_yearly_6160_hostage_trigger = yes
				age <= scope:hostage.age
			}
			alternative_limit = {
				bp2_yearly_6160_family_trigger = yes
				age <= scope:hostage.age
				AND = {
					opinion = {
						target = scope:hostage
						value >= -5
					}
					scope:hostage = {
						opinion = {
							target = prev
							value >= -5
						}
					}
				}
			}
			save_scope_as = kin
		}
		scope:kin = {
			increase_wounds_no_death_effect = { REASON = horse_riding_accident }
		}
	}
	#You will work off your debt to the horse's owner, wayward princes
	option = {
		name = bp2_yearly.6160.a
		flavor = bp2_yearly.6160.a.tt
		scope:kin = {
			add_opinion = {
				target = root
				opinion = -25
				modifier = angry_opinion
			}
			add_prestige = minor_prestige_loss
			add_character_modifier = {
				modifier = labored_with_the_commons_modifier
				years = 30
			}
			random_list = {
				10 = {
					add_trait = strong
					modifier = {
						add = 10
						OR = {
							has_trait = brave
							has_trait = rowdy
						}
					}
					modifier = {
						add = 10
						OR = {
							has_focus = education_martial
						}
					}
				}
				20 = {
					trigger = {
						OR = {
							has_trait = compassionate
							has_trait = curious
							has_trait = trusting
							has_trait = calm
							has_focus = education_learning
						}
					}
					add_trait = lifestyle_herbalist
				}
				40 = { }
			}
		}
		scope:hostage = {
			add_opinion = {
				target = root
				opinion = -25
				modifier = angry_opinion
			}
			add_prestige = minor_prestige_loss
			add_character_modifier = {
				modifier = labored_with_the_commons_modifier
				years = 30
			}
			random_list = {
				10 = {
					add_trait = strong
					modifier = {
						add = 10
						OR = {
							has_trait = brave
							has_trait = rowdy
						}
					}
					modifier = {
						add = 10
						OR = {
							has_focus = education_martial
						}
					}
				}
				20 = {
					trigger = {
						OR = {
							has_trait = compassionate
							has_trait = curious
							has_trait = trusting
							has_trait = calm
							has_focus = education_learning
						}
					}
					add_trait = lifestyle_herbalist
				}
				40 = { }
			}
		}

		stress_impact = {
			arrogant = medium_stress_impact_gain
			forgiving = minor_stress_impact_gain
			lazy = miniscule_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_energy = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = arrogant
					has_trait = forgiving
					has_trait = lazy
				}
			}
		}
	}
	#You cast the hostage out
	option = {
		trigger = {
			OR = {
				has_trait = vengeful
				has_trait = arbitrary
				has_trait = loyal
				has_trait = paranoid
				has_trait = wrathful
			}
			NOR = {
				has_trait = lifestyle_herbalist
				has_trait = lifestyle_physician
			}
		}
		name = bp2_yearly.6160.b
		flavor = bp2_yearly.6160.b.tt
		house = {
			every_house_member = {
				custom = all_house_members
				limit = { 
					NOT = { this = root }	
				}
				add_opinion = {
					modifier = respect_opinion
					target = root
					opinion = 10
				}
			}
		}
		add_dread = miniscule_dread_gain
		
		bp2_return_hostage_effect = { HOSTAGE = scope:hostage }

		stress_impact = {
			forgiving = major_stress_impact_gain
			just = minor_stress_impact_gain
			trusting = minor_stress_impact_gain
			calm = medium_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_vengefulness = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = forgiving
					has_trait = just
					has_trait = trusting
					has_trait = calm
				}
			}
		
		}
	}
	#You repay the debt
	option = {
		trigger = {
			NOR = {
				has_trait = vengeful
				has_trait = arbitrary
				has_trait = loyal
				has_trait = paranoid
				has_trait = wrathful
				has_trait = lifestyle_herbalist
				has_trait = lifestyle_physician
			}
		}
		name = bp2_yearly.6160.c
		scope:kin = {
			add_opinion = {
				target = root
				opinion = 10
				modifier = grateful_opinion
			}
		}
		scope:hostage = {
			add_opinion = {
				target = root
				opinion = 10
				modifier = grateful_opinion
			}
		}
		remove_short_term_gold = minor_gold_value

		stress_impact = {
			greedy = minor_stress_impact_gain
			callous = miniscule_stress_impact_gain
			sadistic = miniscule_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_honor = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = greedy
					has_trait = callous
					has_trait = sadistic
				}
			}
		
		}
	}
	#I'll just heal it
	option = {
		trigger = {
			OR = {
				has_trait = lifestyle_herbalist
				has_trait = lifestyle_physician
			}
		}
		name = bp2_yearly.6160.d
		
		if = {
			limit = {
				capital_province.county = {
					county_control < 100
				}
			}
			capital_province.county = {
				change_county_control = minor_county_control_gain
			}
		}
		else_if = {
			limit = {
				has_lifestyle = learning_lifestyle
			}
			add_learning_lifestyle_xp = medium_lifestyle_xp
		}
		else = {
			add_character_modifier = {
				modifier = renowned_knowledge_of_horses_modifier
				years = 20
			}
		}
		
		stress_impact = {
			vengeful = minor_stress_impact_gain
		}

		ai_chance = {
			base = 50
			ai_value_modifier = {
				ai_vengefulness = -1
			}
			modifier = {
				factor = 0
				has_trait = vengeful
			}
		
		}
	}
	#No harm done!
	option = {
		name = bp2_yearly.6160.e
		flavor = bp2_yearly.6160.e.tt
		scope:kin = {
			add_opinion = {
				target = root
				opinion = 20
				modifier = grateful_opinion
			}
		}
		scope:hostage = {
			add_opinion = {
				target = root
				opinion = 20
				modifier = grateful_opinion
			}
		}

		capital_province.county = {
			change_county_control = minor_county_control_loss
		}

		stress_impact = {
			just = medium_stress_impact_gain
			diligent = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_honor = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = just
					has_trait = diligent
				}
			}
		}
	}
}

#####################################
# A Pact with the Uncivilized		#
# by Jason Cantalini				#
# 6170								#
#####################################

scripted_trigger bp2_yearly_6170_hostage_trigger = {
	age < 30
	NOT = {
		has_character_flag = had_event_bp2_yearly_6170
	}
	warden.culture = {
		NOR = {
			this = prev.culture
			this = root.culture
		}
	}
	OR = {
		#Either root is not tribal and the warden is
		AND = {
			warden = {
				government_has_flag = government_is_tribal
			}
			root = {
				NOT = {
					government_has_flag = government_is_tribal
				}
			}
		}
		#OR warden culture is in an earlier cultural era
		AND = {
			NOT = {
				warden.culture = { has_cultural_era_or_later = culture_era_early_medieval }
			}
			root.culture = { has_cultural_era_or_later = culture_era_early_medieval }
		}
		AND = {
			NOT = {
				warden.culture = { has_cultural_era_or_later = culture_era_high_medieval }
			}
			root.culture = { has_cultural_era_or_later = culture_era_high_medieval }
		}
		AND = {
			NOT = {
				warden.culture = { has_cultural_era_or_later = culture_era_late_medieval }
			}
			root.culture = { has_cultural_era_or_later = culture_era_late_medieval }
		}
		#Or root has more innovations than the warden in the given era and a nicer capital
		AND = {
			#more innovations
			root.culture.num_discovered_innovations > warden.culture.num_discovered_innovations
			OR = {
				# nicer court
				warden = {
					has_royal_court = yes
					court_grandeur_current < root.court_grandeur_current
				}
				# is just straight up more important yo
				AND = {
					root = {
						has_royal_court = yes
					}
					warden = {
						has_royal_court = no
					}
				}
				#more developed capital
				# Does this need to be a larger value...?
				warden.capital_province.county = {
					development_level > root.capital_province.county.development_level
				}
			}
		}
	}
	save_temporary_scope_as = potential_hostage
	root = {
		OR = {
			any_spouse = {
				is_parent_of = scope:potential_hostage
				bp2_yearly_6170_potential_kin_trigger = yes
			}
			any_concubine = {
				is_parent_of = scope:potential_hostage
				bp2_yearly_6170_potential_kin_trigger = yes
			}
			any_close_family_member = {
				age >= 14
				bp2_yearly_6170_potential_kin_trigger = yes
			}
			any_courtier_or_guest = {
				bp2_yearly_6170_potential_kin_trigger = yes
				age >= 14
				house = root.house
			}
		}
	}
}

scripted_trigger bp2_yearly_6170_kin_trigger = {
	NOR = {
		has_trait = just
		has_trait = humble
		has_trait = calm
	}
	is_available = yes
	opinion = {
		target = scope:hostage
		value > -50
	}
	NOT = {
		culture = scope:warden.culture
	}
}

scripted_trigger bp2_yearly_6170_potential_kin_trigger = {
	NOR = {
		has_trait = just
		has_trait = humble
		has_trait = calm
	}
	is_available = yes
	opinion = {
		target = scope:potential_hostage
		value > -50
	}
	NOT = {
		culture = scope:potential_hostage.warden.culture
	}
}

#A family member is upset you sent kin as hostage to an uncivilized land
bp2_yearly.6170 = {
	type = character_event
	content_source = dlc_009
	title = bp2_yearly.6170.t
	desc = bp2_yearly.6170.desc
	content_source = dlc_009
			
	theme = hostage
	override_background = {
		reference = relaxing_room
	}
	left_portrait = {
		character = root
		animation = stressed_teacher
	}
	right_portrait = {
		character = scope:kin
		animation = rage
	}
	lower_right_portrait = {
		character = scope:hostage
	}
	lower_left_portrait = {
		character = scope:warden
	}

	cooldown = {
		years = 10
	}

	trigger = {
		has_bp2_dlc_trigger = yes
		age >= 13
		is_landed_or_landless_administrative = yes
		is_available = yes
		any_home_court_hostage = {
			bp2_yearly_6170_hostage_trigger = yes
		}
		
	}

	immediate = {
		save_scope_as = root_scope
		random_home_court_hostage = {
			limit = {
				bp2_yearly_6170_hostage_trigger = yes
			}
			save_scope_as = hostage
		}

		scope:hostage.warden = {
			save_scope_as = warden
		}
		#Save an upset family member, starting with those closest to you/the hostage
		if = {
			limit = {
				any_spouse = {
					is_parent_of = scope:hostage
					bp2_yearly_6170_kin_trigger = yes
				}
			}
			random_spouse = {
				limit = {
					is_parent_of = scope:hostage
					bp2_yearly_6170_kin_trigger = yes
				}
				save_scope_as = kin
			}
		}
		else_if = {
			limit = {
				any_concubine = {
					is_parent_of = scope:hostage
					bp2_yearly_6170_kin_trigger = yes
				}
			}
			random_concubine = {
				limit = {
					is_parent_of = scope:hostage
					bp2_yearly_6170_kin_trigger = yes
				}
				save_scope_as = kin
			}
		}
		else_if = {
			limit = {
				any_close_family_member = {
					bp2_yearly_6170_kin_trigger = yes
					age >= 14
				}
			}
			random_close_family_member = {
				limit = {
					bp2_yearly_6170_kin_trigger = yes
					age >= 14
				}
				save_scope_as = kin
			}
		}
		else_if = {
			limit = {
				any_courtier_or_guest = {
					bp2_yearly_6170_kin_trigger = yes
					age >= 14
					house = root.house
				}
			}
			random_courtier_or_guest = {
				limit = {
					bp2_yearly_6170_kin_trigger = yes
					age >= 14
					house = root.house
				}
				save_scope_as = kin
			}
		}
		scope:hostage = {
			add_character_flag = had_event_bp2_yearly_6170
		}
	}
	#Fine, they shall represent our glory and sophistication in style
	option = {
		name = bp2_yearly.6170.a
		flavor = bp2_yearly.6170.a.tt

		scope:hostage = {
			add_character_modifier = {
				modifier = lavish_care_modifier
				years = 10
			}
		}
		if = {
			limit = {
				has_royal_court = yes
				has_dlc_feature = royal_court
			}
			change_current_court_grandeur = minor_court_grandeur_gain
		}
		else = {
			add_prestige = minor_prestige_gain
		}
		
		remove_short_term_gold = medium_gold_value
		stress_impact = {
			humble = medium_stress_impact_gain
			greedy = minor_stress_impact_gain
			temperate = minor_stress_impact_gain
			content = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_greed = -1
				ai_compassion = 1
			}
			modifier = {
				factor = 0
				OR = {
					short_term_gold < medium_gold_value
					has_trait = humble
					has_trait = greedy
					has_trait = temperate
					has_trait = content
				}
			}
		}
	}
	#They serve our family, as do you
	option = {
		name = bp2_yearly.6170.b
		flavor = bp2_yearly.6170.b.tt
		
		add_character_modifier = {
			modifier = united_family_modifier
			years = 10
		}
		custom_tooltip = bp2_yearly.6170.scheme_bonus
		custom_tooltip = bp2_yearly.6170.leave_court_bonus
		scope:kin = {
			add_opinion = {
				target = root
				modifier = angry_opinion
				opinion = -20
			}
		}
		

		stress_impact = {
			arbitrary = minor_stress_impact_gain
			cynical = minor_stress_impact_gain
			fickle = medium_stress_impact_gain
			generous = minor_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_honor = 1
				ai_sociability = -1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = arbitrary
					has_trait = cynical
					has_trait = fickle
					has_trait = generous
				}
			}
		}
	}

	#It will harden him and teach him to be brave
	option = {
		name = bp2_yearly.6170.c
		flavor = bp2_yearly.6170.c.tt
		
		if = {
			limit = {
				OR = {
					culture = {
						culture_head = root
					}
					scope:warden.culture = {
						culture_head = scope:warden
					}
				}
			}
			culture = {
				change_cultural_acceptance = {
					target = scope:warden.culture
					value = miniscule_positive_culture_acceptance
					desc = cultural_acceptance_hostage_exchange
				}
			}
		}
		else = {	
			scope:kin = {
				add_opinion = {
					target = root
					modifier = respect_opinion
					opinion = 20
				}
			}
		}

		scope:hostage = {
			add_character_modifier = {
				modifier = trained_by_the_uncivilized_modifier
				years = 30
			}
		}

		scope:kin = {
			add_opinion = {
				target = root
				modifier = annoyed_opinion
				opinion = -20
			}
		}

		stress_impact = {
			paranoid = medium_stress_impact_gain
			arrogant = medium_stress_impact_gain
			lazy = minor_stress_impact_gain
			gluttonous = miniscule_stress_impact_gain
		}

		ai_chance = {
			base = 10
			ai_value_modifier = {
				ai_boldness = 1
				ai_energy = 1
			}
			modifier = {
				factor = 0
				OR = {
					has_trait = paranoid
					has_trait = arrogant
					has_trait = lazy
				}
			}
		}
	}
}

#Foreign-Raised Reformer feed notification events
# by Jason Cantalini

#Foreign ruler is pleased you're emulating them
scripted_trigger bp2_yearly_6180_ruler_trigger = {
	OR = {
		highest_held_title_tier >= tier_duchy
		this = culture.culture_head
	}
	NOT = {
		government_has_flag = government_is_mercenary
	}
	age > 8
	is_imprisoned = no
	NOR = {
		has_relation_rival = root
		has_relation_nemesis = root
		is_at_war_with = root
	}
	is_ai = yes
	NOT = { this = root }
}

bp2_yearly.6180 = {
	hidden = yes

	trigger = {
		is_landed = yes
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		OR = {
			has_character_flag = foreign_realm_reforms
			has_character_flag = foreign_ritual_reforms
			has_character_flag = foreign_social_reforms
			has_character_flag = foreign_maa_reforms
			AND = {
				exists = var:new_traditions
				var:new_traditions >= 1
			}
		}
		any_ruler = {
			culture = scope:temp_advanced_culture
			bp2_yearly_6180_ruler_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		random_ruler = {
			limit = {
				culture = scope:advanced_culture
				bp2_yearly_6180_ruler_trigger = yes
			}
			save_scope_as = pleased_ruler
		}
		
		send_interface_message = {
			type = event_diplomacy_good_with_text
			title = bp2_yearly.6180.notification_high
			desc = bp2_yearly.6180_notification_tooltip_high
			left_icon = scope:pleased_ruler
			reverse_add_opinion = {
				target = scope:pleased_ruler
				modifier = emulating_culture_opinion
				opinion = 25
			}
		}
	}
}

#foreign parochials are upset at rejecting realm reforms
scripted_trigger bp2_yearly_6181_ruler_trigger = {
	OR = {
		trigger_if = {
			limit = { is_independent_ruler = no }
			has_vassal_stance = parochial
		}
		highest_held_title_tier >= tier_kingdom
		this = culture.culture_head
		AND = {
			is_vassal_of = root
			highest_held_title_tier >= tier_county
		}
	}
	NOR = {
		government_has_flag = government_is_mercenary
		is_at_war_with = root
	}
	age > 8
	is_imprisoned = no
	is_ai = yes
	opinion = {
		target = root
		value >= -95
	}
	NOT = { this = root }
}

bp2_yearly.6181 = {
	hidden = yes

	trigger = {
		is_landed = yes
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		root = {
			has_character_flag = rejecting_foreign_realm_reforms
		}
		any_ruler = {
			culture = scope:temp_advanced_culture
			bp2_yearly_6181_ruler_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		random_ruler = {
			limit = {
				culture = scope:advanced_culture
				bp2_yearly_6181_ruler_trigger = yes
			}
			save_scope_as = disappointed_ruler
		}
		
		send_interface_message = {
			type = event_stewardship_bad_with_text
			title = bp2_yearly.6181.notification_high
			desc = bp2_yearly.6181_notification_tooltip_high
			left_icon = scope:disappointed_ruler
			reverse_add_opinion = {
				target = scope:disappointed_ruler
				modifier = disappointed_opinion
				opinion = -25
			}
			add_stress = miniscule_stress_gain
		}
	}
}

#foreign zealots are upset at rejecting ritual reforms
scripted_trigger bp2_yearly_6182_ruler_trigger = {
	OR = {
		trigger_if = {
			limit = { is_independent_ruler = no }
			has_vassal_stance = zealot
		}
		highest_held_title_tier >= tier_kingdom
		this = culture.culture_head
		AND = {
			is_vassal_of = root
			highest_held_title_tier >= tier_county
		}
	}
	NOR = {
		government_has_flag = government_is_mercenary
		is_at_war_with = root
	}
	age > 8
	is_imprisoned = no
	is_ai = yes
	opinion = {
		target = root
		value >= -95
	}
	NOT = { this = root }
}

bp2_yearly.6182 = {
	hidden = yes

	trigger = {
		is_landed = yes
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		root = {
			has_character_flag = rejecting_foreign_ritual_reforms
		}
		any_ruler = {
			culture = scope:temp_advanced_culture
			bp2_yearly_6182_ruler_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		random_ruler = {
			limit = {
				culture = scope:advanced_culture
				bp2_yearly_6182_ruler_trigger = yes
			}
			save_scope_as = disappointed_ruler
		}
		
		send_interface_message = {
			type = event_learning_bad_with_text
			title = bp2_yearly.6182.notification_high
			desc = bp2_yearly.6182_notification_tooltip_high
			left_icon = scope:disappointed_ruler
			reverse_add_opinion = {
				target = scope:disappointed_ruler
				modifier = disappointed_opinion
				opinion = -25
			}
			add_stress = miniscule_stress_gain
		}
	}
}

#foreign courtlies are upset at rejecting social reforms
scripted_trigger bp2_yearly_6183_ruler_trigger = {
	OR = {
		trigger_if = {
			limit = { is_independent_ruler = no }
			has_vassal_stance = courtly
		}
		highest_held_title_tier >= tier_kingdom
		this = culture.culture_head
		AND = {
			is_vassal_of = root
			highest_held_title_tier >= tier_county
		}
	}
	NOR = {
		government_has_flag = government_is_mercenary
		is_at_war_with = root
	}
	age > 8
	is_imprisoned = no
	is_ai = yes
	opinion = {
		target = root
		value >= -95
	}
	NOT = { this = root }
}

bp2_yearly.6183 = {
	hidden = yes

	trigger = {
		is_landed = yes
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		root = {
			has_character_flag = rejecting_foreign_social_reforms
		}
		any_ruler = {
			culture = scope:temp_advanced_culture
			bp2_yearly_6183_ruler_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		random_ruler = {
			limit = {
				culture = scope:advanced_culture
				bp2_yearly_6183_ruler_trigger = yes
			}
			save_scope_as = disappointed_ruler
		}
		
		send_interface_message = {
			type = event_diplomacy_bad_with_text
			title = bp2_yearly.6183.notification_high
			desc = bp2_yearly.6183_notification_tooltip_high
			left_icon = scope:disappointed_ruler
			reverse_add_opinion = {
				target = scope:disappointed_ruler
				modifier = disappointed_opinion
				opinion = -25
			}
			add_stress = miniscule_stress_gain
		}
	}
}

#foreign glory hounds are upset at rejecting maa reforms
scripted_trigger bp2_yearly_6184_ruler_trigger = {
	OR = {
		has_vassal_stance = glory_hound
		AND = {
			is_vassal_of = root
			highest_held_title_tier >= tier_county
		}
		highest_held_title_tier >= tier_kingdom
		this = culture.culture_head
	}
	NOR = {
		government_has_flag = government_is_mercenary
		is_at_war_with = root
	}
	age > 8
	is_imprisoned = no
	is_ai = yes
	opinion = {
		target = root
		value >= -95
	}
	NOT = { this = root }
}

bp2_yearly.6184 = {
	hidden = yes

	trigger = {
		is_landed = yes
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		root = {
			has_character_flag = rejecting_foreign_maa_reforms
		}
		any_ruler = {
			culture = scope:temp_advanced_culture
			bp2_yearly_6184_ruler_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		random_ruler = {
			limit = {
				culture = scope:advanced_culture
				bp2_yearly_6184_ruler_trigger = yes
			}
			save_scope_as = disappointed_ruler
		}
		
		send_interface_message = {
			type = event_martial_bad_with_text
			title = bp2_yearly.6184.notification_high
			desc = bp2_yearly.6184_notification_tooltip_high
			left_icon = scope:disappointed_ruler
			reverse_add_opinion = {
				target = scope:disappointed_ruler
				modifier = disappointed_opinion
				opinion = -25
			}
			add_stress = miniscule_stress_gain
		}
	}
}

#knight attacked and beaten by rampaging mercenaries
scripted_trigger bp2_yearly_6185_knight_trigger = {
	is_alive = yes
	is_acclaimed = yes
	accolade = {
		accolade_rank >= 1
		is_accolade_active = yes
	}
	is_imprisoned = no
	is_incapable = no
	NOT = {
		exists = involved_activity
	}
	is_ai = yes
}

bp2_yearly.6185 = {
	hidden = yes

	trigger = {
		is_landed = yes
		exists = var:advanced_culture
		root = {
			has_character_flag = rejecting_foreign_maa_reforms
		}
		any_knight = {
			bp2_yearly_6185_knight_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		random_knight = {
			limit = {
				bp2_yearly_6185_knight_trigger = yes
			}
			save_scope_as = beaten_knight
		}
		
		send_interface_message = {
			type = event_martial_bad_with_text
			title = bp2_yearly.6185.notification_high
			desc = bp2_yearly.6185_notification_tooltip_high
			left_icon = scope:beaten_knight
			scope:beaten_knight = {
				increase_wounds_effect = { REASON = fight }
				accolade = {
					add_glory = medium_glory_loss
				}
			}
		}
	}
}

#rumours spread of court's barbarism
bp2_yearly.6186 = {
	hidden = yes

	trigger = {
		exists = var:advanced_culture
		root = {
			has_character_flag = rejecting_foreign_social_reforms
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		
		send_interface_message = {
			type = event_diplomacy_bad_with_text
			title = bp2_yearly.6186.notification_high
			desc = bp2_yearly.6186_notification_tooltip_high
			if = {
				limit = {
					has_royal_court = yes
					has_dlc_feature = royal_court
				}
				change_current_court_grandeur = medium_court_grandeur_loss
			}
			else = {
				add_prestige = medium_prestige_loss
				add_stress = miniscule_stress_gain
			}
		}
	}
}

#foreign functionaries and scholars attacked by zealots
bp2_yearly.6187 = {
	hidden = yes

	trigger = {
		exists = var:advanced_culture
		root = {
			has_character_flag = rejecting_foreign_ritual_reforms
		}
		culture.culture_head = root
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		
		if = {
			limit = {
				any_vassal = {
					has_vassal_stance = zealot
					is_adult = yes
					is_available = yes
				}
			}
			random_vassal = {
				limit = {
					has_vassal_stance = zealot
					is_adult = yes
					is_available = yes
				}
				save_scope_as = zealot_vassal
			}
			send_interface_message = {
				type = event_learning_bad_with_text
				title = bp2_yearly.6187.notification_high
				desc = bp2_yearly.6187_notification_tooltip_high
				left_icon = scope:zealot_vassal
				if = {
					limit = {
						NOT = {
							has_character_modifier = dearth_of_intellectuals_modifier
						}
					}
					add_character_modifier = {
						modifier = dearth_of_intellectuals_modifier
						years = 20
					}
				}
				else_if = {
					limit = {
						has_character_modifier = dearth_of_intellectuals_modifier
						NOT = {
							has_character_modifier = bereft_of_intellectuals_modifier
						}
					}
					remove_character_modifier = dearth_of_intellectuals_modifier
					add_character_modifier = {
						modifier = bereft_of_intellectuals_modifier
						years = 20
					}
				}
				else = {
					add_learning_lifestyle_xp = -200
					add_stress = miniscule_stress_gain
				}
			}
		}
		else = {
			send_interface_message = {
				type = event_learning_bad_with_text
				title = bp2_yearly.6187.notification_high
				desc = bp2_yearly.6187_no_vassal_notification_tooltip_high
				if = {
					limit = {
						NOT = {
							has_character_modifier = dearth_of_intellectuals_modifier
						}
					}
					add_character_modifier = {
						modifier = dearth_of_intellectuals_modifier
						years = 20
					}
				}
				else_if = {
					limit = {
						has_character_modifier = dearth_of_intellectuals_modifier
						NOT = {
							has_character_modifier = bereft_of_intellectuals_modifier
						}
					}
					remove_character_modifier = dearth_of_intellectuals_modifier
					add_character_modifier = {
						modifier = bereft_of_intellectuals_modifier
						years = 20
					}
				}
				else = {
					add_learning_lifestyle_xp = -200
					add_stress = miniscule_stress_gain
				}
			}
		}
	}
}

scripted_trigger bp2_yearly_6188_county_trigger = {
	holder = {
		OR = {
			this = root
			is_ai = yes
		}
	}
}

#nobles consolidate local control
bp2_yearly.6188 = {
	hidden = yes

	trigger = {
		exists = var:advanced_culture
		root = {
			has_character_flag = rejecting_foreign_realm_reforms
		}
		any_realm_county = {
			bp2_yearly_6188_county_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}

		random_realm_county = {
			limit = {
				bp2_yearly_6188_county_trigger = yes
				development_level >= 1
			}
			alternative_limit = {
				bp2_yearly_6188_county_trigger = yes
			}
			save_scope_as = isolating_county
		}

		
		send_interface_message = {
			type = event_stewardship_bad_with_text
			title = bp2_yearly.6188.notification_high
			desc = bp2_yearly.6188_notification_tooltip_high
			left_icon = scope:isolating_county
			if = {
				limit = {
					scope:isolating_county = {
						development_level >= 1
					}
				}
				scope:isolating_county = {
					change_development_level = -1
				}
			}
			else = {
				scope:isolating_county = {
					change_development_progress_with_overflow = -50
				}
			}
		}
	}
}

scripted_trigger bp2_yearly_6189_province_trigger = {
	OR = {
		county = { has_county_modifier = great_builder_modifier }
		county = { has_county_modifier = massive_construction_efforts_modifier }
		has_holding = yes
	}
}

#a series of new buildings collapse
bp2_yearly.6189 = {
	hidden = yes

	trigger = {
		exists = var:advanced_culture
		root = {
			has_character_flag = foreign_realm_reforms
		}
		any_realm_province = {
			bp2_yearly_6189_province_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}

		random_realm_province = {
			limit = {
				bp2_yearly_6189_province_trigger = yes
			}
			save_scope_as = affected_province
		}

		
		send_interface_message = {
			type = event_stewardship_bad_with_text
			title = bp2_yearly.6189.notification_high
			desc = bp2_yearly.6189_notification_tooltip_high
			if = {
				limit = {
					NOT = {
						scope:affected_province.county = {
							has_county_modifier = grand_buildings_collapsed_modifier
						}
					}
				}
				scope:affected_province.county = {
					add_county_modifier = {
						modifier = grand_buildings_collapsed_modifier
						years = 10
					}
				}
			}
			else = {
				scope:affected_province.county = {
					change_county_control = minor_county_control_loss
				}
			}
			if = {
				limit = {
					NOT = {
						scope:affected_province = {
							has_province_modifier = conscripted_warriors_modifier
						}
					}
				}
				scope:affected_province = {
					add_province_modifier = {
						modifier = conscripted_warriors_modifier
						years = 5
					}
				}
			}
		}
	}
}

scripted_trigger bp2_yearly_6190_county_trigger = {
	holder = root
}

#priest mob destroys new icons and ritual items
bp2_yearly.6190 = {
	hidden = yes

	trigger = {
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		root = {
			has_character_flag = foreign_ritual_reforms
		}
		any_realm_county = {
			bp2_yearly_6190_county_trigger = yes
			NOT = {
				culture = scope:temp_advanced_culture
			}
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}

		random_realm_county = {
			limit = {
				bp2_yearly_6190_county_trigger = yes
				development_level >= 1
				NOT = {
					culture = scope:advanced_culture
				}
			}
			alternative_limit = {
				bp2_yearly_6190_county_trigger = yes
				NOT = {
					culture = scope:advanced_culture
				}
			}
			save_scope_as = affected_county
		}

		
		send_interface_message = {
			type = event_learning_bad_with_text
			title = bp2_yearly.6190.notification_high
			desc = bp2_yearly.6190_notification_tooltip_high
			left_icon = scope:affected_county
			remove_short_term_gold = medium_gold_value
		}
	}
}

#a related culture is mad at you
scripted_trigger bp2_yearly_6191_culture_trigger = {
	has_same_culture_heritage = root.culture
	NOT = {
		this = root.culture
	}
}

bp2_yearly.6191 = {
	hidden = yes

	trigger = {
		root = culture.culture_head
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		NOT = {
			culture = scope:temp_advanced_culture
		}
		root = {
			has_character_flag = foreign_social_reforms
		}
		any_culture_global = {
			NOR = {
				this = scope:temp_advanced_culture
				has_same_culture_heritage = scope:temp_advanced_culture
			}
			bp2_yearly_6191_culture_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		random_culture_global = {
			limit = {
				NOR = {
					this = scope:advanced_culture
					has_same_culture_heritage = scope:advanced_culture
				}
				bp2_yearly_6191_culture_trigger = yes
			}
			save_scope_as = annoyed_culture
		}

		if = {
			limit = {
				exists = scope:annoyed_culture.culture_head
			}
			send_interface_message = {
				type = event_diplomacy_bad_with_text
				title = bp2_yearly.6191.notification_high
				desc = bp2_yearly.6191_notification_tooltip_high
				left_icon = scope:annoyed_culture.culture_head
				culture = {
					change_cultural_acceptance = {
						target = scope:annoyed_culture
						value = medium_cultural_acceptance_loss
						desc = cultural_acceptance_diverging_court
					}
				}
				add_stress = miniscule_stress_gain
			}
		}
		else = {
			send_interface_message = {
				type = event_diplomacy_bad_with_text
				title = bp2_yearly.6191.notification_high
				desc = bp2_yearly.6191_notification_tooltip_high
				culture = {
					change_cultural_acceptance = {
						target = scope:annoyed_culture
						value = medium_cultural_acceptance_loss
						desc = cultural_acceptance_diverging_court
					}
				}
				add_stress = miniscule_stress_gain
			}
		}
	}
}

#Your vassals grow ever-more cynical about loyalty
scripted_trigger bp2_yearly_6192_ruler_trigger = {
	age >= 13
	is_incapable = no
	is_imprisoned = no
	is_ai = yes
	opinion = {
		target = root
		value <= 30
	}
	NOR = {
		has_trait = loyal
		has_trait = trusting
		has_trait = humble
	}
	NOT = { this = root }
}

bp2_yearly.6192 = {
	hidden = yes

	trigger = {
		is_landed_or_landless_administrative = yes
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		root = {
			has_character_flag = foreign_maa_reforms
		}
		any_vassal = {
			NOT = { culture = scope:temp_advanced_culture }
			bp2_yearly_6192_ruler_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		random_vassal = {
			limit = {
				NOR = {
					culture = scope:advanced_culture
					highest_held_title_tier >= tier_county
				}
				bp2_yearly_6192_ruler_trigger = yes
			}
			alternative_limit = {
				NOT = { culture = scope:advanced_culture }
				bp2_yearly_6192_ruler_trigger = yes
			}
			save_scope_as = vassal
		}
		
		send_interface_message = {
			type = event_martial_bad_with_text
			title = bp2_yearly.6192.notification_high
			desc = bp2_yearly.6192_notification_tooltip_high
			left_icon = scope:vassal
			scope:vassal = {
				add_trait = disloyal
				add_opinion = {
					target = root
					modifier = angry_opinion
					opinion = -15
				}
			}
		}
	}
}

#Your ability to extract taxes increases
scripted_trigger bp2_yearly_6193_ruler_trigger = {
	is_imprisoned = no
	NOT = { is_at_war_with = root }
	is_ai = yes
	NOT = { has_relation_friend = root } 
}

bp2_yearly.6193 = {
	hidden = yes

	trigger = {
		is_landed = yes
		exists = var:advanced_culture
		root = {
			has_character_flag = foreign_realm_reforms
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		random_vassal = {
			limit = {
				bp2_yearly_6193_ruler_trigger = yes
			}
			save_scope_as = vassal
		}
		if = {
			limit = {
				exists = scope:vassal
				scope:vassal = { vassal_contract_obligation_level_can_be_increased = feudal_government_taxes }
			}
			send_interface_message = {
				type = event_stewardship_good_with_text
				title = bp2_yearly.6193.notification_high
				desc = bp2_yearly.6193_notification_tooltip_high
				left_icon = scope:vassal
				scope:vassal = {
					vassal_contract_increase_obligation_level = feudal_government_taxes
				}
			}
		}
		else = {
			send_interface_message = {
				type = event_stewardship_good_with_text
				title = bp2_yearly.6193.notification_high
				desc = bp2_yearly.6193_notification_tooltip_high
				add_stewardship_skill = 1
			}
		}
	}
}

#Your vassals praise you
scripted_trigger bp2_yearly_6194_ruler_trigger = {
	is_imprisoned = no
	is_incapable = no
	age > 11
	NOR = {
		is_at_war_with = root
		has_relation_rival = root
		has_relation_nemesis = root
	}
	opinion = {
		target = root
		value >= 0
	}
	NOT = { this = root } 
}

bp2_yearly.6194 = {
	hidden = yes

	trigger = {
		is_landed_or_landless_administrative = yes
		exists = var:advanced_culture
		root = {
			has_character_flag = rejecting_foreign_realm_reforms
		}
		any_vassal = {
			bp2_yearly_6194_ruler_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		random_vassal = {
			limit = {
				bp2_yearly_6194_ruler_trigger = yes
				culture = root.culture
				highest_held_title_tier >= tier_county
			}
			alternative_limit = {
				bp2_yearly_6194_ruler_trigger = yes
				highest_held_title_tier >= tier_county
			}
			alternative_limit = {
				bp2_yearly_6194_ruler_trigger = yes
			}
			save_scope_as = vassal
		}
		send_interface_message = {
			type = event_stewardship_good_with_text
			title = bp2_yearly.6194.notification_high
			desc = bp2_yearly.6194_notification_tooltip_high
			left_icon = scope:vassal
			add_prestige = minor_prestige_gain
			scope:vassal = {
				add_opinion = {
					target = root
					opinion = 15
					modifier = admiration_opinion
				}
			}
		}
	}
}

#You feel the embrace of your faith
bp2_yearly.6195 = {
	hidden = yes

	trigger = {
		is_landed = yes
		exists = var:advanced_culture
		root = {
			has_character_flag = foreign_ritual_reforms
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		send_interface_message = {
			type = event_learning_good_with_text
			title = bp2_yearly.6195.notification_high
			desc = bp2_yearly.6195_notification_tooltip_high
			random_list = {
				10 = {
					add_piety_experience = major_piety_value
				}
				50 = {
					add_piety_experience = medium_piety_value
				}
				50 = {
					add_stress = medium_stress_impact_loss
				}
			}
		}
	}
}

scripted_trigger bp2_yearly_6196_priest_trigger = {
	is_alive = yes
	is_imprisoned = no
	is_incapable = no
	faith = root.faith
	culture = root.culture
}

#A priest "finds" a benediction from the divine
bp2_yearly.6196 = {
	hidden = yes

	trigger = {
		is_landed_or_landless_administrative = yes
		exists = var:advanced_culture
		root = {
			has_character_flag = rejecting_foreign_ritual_reforms
		}
		OR = {
			any_vassal = {
				bp2_yearly_6196_priest_trigger = yes
				government_has_flag = government_is_theocracy
			}
			any_courtier_or_guest = {
				bp2_yearly_6196_priest_trigger = yes
				is_clergy = yes
			}
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		if = {
			limit = {
				any_vassal = {
					bp2_yearly_6196_priest_trigger = yes
					government_has_flag = government_is_theocracy
				}
			}
			random_vassal = {
				limit = {
					bp2_yearly_6196_priest_trigger = yes
					government_has_flag = government_is_theocracy
				}
				save_scope_as = priest
			}
		}
		else = {
			random_courtier_or_guest = {
				limit = {
					bp2_yearly_6196_priest_trigger = yes
					is_clergy = yes
				}
				save_scope_as = priest
			}
		}
		send_interface_message = {
			type = event_learning_good_with_text
			title = bp2_yearly.6196.notification_high
			desc = bp2_yearly.6196_notification_tooltip_high
			left_icon = scope:priest
			add_gold = medium_gold_value
		}
	}
}

scripted_trigger bp2_yearly_6197_ruler_trigger = {
	is_imprisoned = no
	is_incapable = no
	is_ai = yes
	age > 11
	NOR = {
		is_at_war_with = root
		has_relation_rival = root
		has_relation_nemesis = root
	}
	opinion = {
		target = root
		value >= -70
	}
	NOT = { this = root }
}

#Vassal reacts in awe of new court splendour
bp2_yearly.6197 = {
	hidden = yes

	trigger = {
		is_landed_or_landless_administrative = yes
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		root = {
			has_character_flag = foreign_social_reforms
		}
		any_vassal = {
			NOT = { culture = scope:temp_advanced_culture }
			bp2_yearly_6197_ruler_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
	  	random_vassal = {
	  			limit = {
	  				bp2_yearly_6197_ruler_trigger = yes
	  				highest_held_title_tier >= tier_county
	  				has_vassal_stance = courtly
	  				NOT = { culture = scope:advanced_culture }
	  			}
	  			alternative_limit = {
	  				bp2_yearly_6197_ruler_trigger = yes
	  				highest_held_title_tier >= tier_county
	  				NOT = { culture = scope:advanced_culture }
	  			}
	  			alternative_limit = {
	  				bp2_yearly_6197_ruler_trigger = yes
	  				NOT = { culture = scope:advanced_culture }
	  			}
			save_scope_as = vassal
		}
		send_interface_message = {
			type = event_diplomacy_good_with_text
			title = bp2_yearly.6197.notification_high
			desc = bp2_yearly.6197_notification_tooltip_high
			left_icon = scope:vassal
			if = {
				limit = {
					has_royal_court = yes
					has_dlc_feature = royal_court
				}
				change_current_court_grandeur = medium_court_grandeur_gain
			}
			else = {
				add_prestige = medium_prestige_gain
			}
		}
	}
}

#Courtiers are grateful you're keeping the power-hungry out
scripted_trigger bp2_yearly_6198_courtier_trigger = {
	is_available = yes
	is_adult = yes
	culture = root.culture
	NOR = {
		is_close_family_of = root
		is_hostage_of = root
	}
}

bp2_yearly.6198 = {
	hidden = yes

	trigger = {
		is_landed = yes
		exists = var:advanced_culture
		root = {
			has_character_flag = rejecting_foreign_social_reforms
		}
		any_courtier = {
			bp2_yearly_6198_courtier_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
	  	random_courtier = {
	  			limit = {
	  				bp2_yearly_6198_courtier_trigger = yes
	  			}
			save_scope_as = courtier
		}
		send_interface_message = {
			type = event_diplomacy_good_with_text
			title = bp2_yearly.6198.notification_high
			desc = bp2_yearly.6198_notification_tooltip_high
			left_icon = scope:courtier
			random_list = {
				33 = {
					dynasty = { add_dynasty_prestige = miniscule_dynasty_prestige_gain }
				}
				66 = {
					every_courtier = {
						limit = { NOT = { culture = scope:advanced_culture } }
						custom = custom.every_non_advanced_culture_courtier
						add_opinion = {
							target = root
							modifier = loyalty_opinion
							opinion = 10
						}
					}
				}
			}
		}
	}
}

#Your knight is learning from the advanced culture mercenaries
scripted_trigger bp2_yearly_6199_knight_trigger = {
	is_acclaimed = yes
	accolade = { is_accolade_active = yes }
	is_imprisoned = no
}

bp2_yearly.6199 = {
	hidden = yes

	trigger = {
		is_landed = yes
		exists = var:advanced_culture
		root = {
			has_character_flag = foreign_maa_reforms
		}
		any_knight = {
			bp2_yearly_6199_knight_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
	  	random_knight = {
	  		limit = {
	  			bp2_yearly_6199_knight_trigger = yes
	  		}
			save_scope_as = knight
		}
		send_interface_message = {
			type = event_martial_good_with_text
			title = bp2_yearly.6199.notification_high
			desc = bp2_yearly.6199_notification_tooltip_high
			left_icon = scope:knight
			
			random_list = {
				20 = {
					scope:knight.accolade = { add_glory = major_glory_gain }
				}
				40 = {
					scope:knight.accolade = { add_glory = medium_glory_gain }
				}
				40 = {
					scope:knight.accolade = { add_glory = minor_glory_gain }
				}
			}
		}
	}
}

#Your culture head/other independent ruler is proud of you
scripted_trigger bp2_yearly_6210_ruler_trigger = {
	culture = root.culture
	is_adult = yes
	is_imprisoned = no
	is_incapable = no
	NOR = {
		is_at_war_with = root
		has_relation_rival = root
		has_relation_nemesis = root
	}
	opinion = {
		target = root
		value >= -75
	}
	NOR = {
		government_has_flag = government_is_mercenary
		this = root
	}
}

bp2_yearly.6210 = {
	hidden = yes

	trigger = {
		is_landed = yes
		exists = var:advanced_culture
		root = {
			has_character_flag = rejecting_foreign_maa_reforms
		}
		any_ruler = {
			bp2_yearly_6210_ruler_trigger = yes
			OR = {
				culture.culture_head = this
				AND = {
					is_vassal_of = root
					highest_held_title_tier >= tier_kingdom
				}
				AND = {
					NOT = { is_vassal_of = root }
					highest_held_title_tier >= tier_duchy
				}
			}
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
	  	random_ruler = {
			limit = {
				bp2_yearly_6210_ruler_trigger = yes
				culture.culture_head = this
			}
			alternative_limit = {
				bp2_yearly_6210_ruler_trigger = yes
				is_vassal_of = root
				highest_held_title_tier >= tier_kingdom
			}
			alternative_limit = {
				bp2_yearly_6210_ruler_trigger = yes
				NOT = { is_vassal_of = root }
			}
			save_scope_as = ruler
		}
		send_interface_message = {
			type = event_martial_good_with_text
			title = bp2_yearly.6210.notification_high
			desc = bp2_yearly.6210_notification_tooltip_high
			left_icon = scope:ruler
			random_list = {
				30 = {
					scope:ruler = {
						add_opinion = {
							target = root
							modifier = pleased_opinion
							opinion = 25
						}
					}
				}
				10 = {
					trigger = {
						can_add_hook = {
							target = scope:ruler
							type = favor_hook
						}
					}
					add_hook = {
						target = scope:ruler
						type = favor_hook
					}
				}
			}
		}
	}
}

#a related culture is pleased you're affirming your identity
scripted_trigger bp2_yearly_6211_culture_trigger = {
	has_same_culture_heritage = root.culture
	NOT = {
		this = root.culture
	}
}

bp2_yearly.6211 = {
	hidden = yes

	trigger = {
		root = culture.culture_head
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		NOT = {
			culture = scope:temp_advanced_culture
		}
		root = {
			OR = {
				has_character_flag = rejecting_foreign_social_reforms
				has_character_flag = rejecting_foreign_maa_reforms
				has_character_flag = rejecting_foreign_ritual_reforms
				has_character_flag = rejecting_foreign_realm_reforms
			}
			
		}
		any_culture_global = {
			NOR = {
				this = scope:temp_advanced_culture
				has_same_culture_heritage = scope:temp_advanced_culture
			}
			bp2_yearly_6211_culture_trigger = yes
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}
		random_culture_global = {
			limit = {
				NOR = {
					this = scope:advanced_culture
					has_same_culture_heritage = scope:advanced_culture
				}
				bp2_yearly_6211_culture_trigger = yes
			}
			save_scope_as = pleased_culture
		}

		if = {
			limit = {
				exists = scope:pleased_culture.culture_head
			}
			send_interface_message = {
				type = event_diplomacy_good_with_text
				title = bp2_yearly.6211.notification_high
				desc = bp2_yearly.6211_notification_tooltip_high
				left_icon = scope:pleased_culture.culture_head
				culture = {
					change_cultural_acceptance = {
						target = scope:pleased_culture
						value = medium_cultural_acceptance_gain
						desc = cultural_acceptance_embracing_identity
					}
				}
			}
		}
		else = {
			send_interface_message = {
				type = event_diplomacy_good_with_text
				title = bp2_yearly.6211.notification_high
				desc = bp2_yearly.6211_notification_tooltip_high
				culture = {
					change_cultural_acceptance = {
						target = scope:pleased_culture
						value = medium_cultural_acceptance_gain
						desc = cultural_acceptance_embracing_identity
					}
				}
			}
		}
	}
}

#advanced culture are settling in your land
bp2_yearly.6212 = {
	hidden = yes

	trigger = {
		root = culture.culture_head
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		NOT = {
			culture = scope:temp_advanced_culture
		}
		exists = var:reaffirmation_counter
		var:reaffirmation_counter < 2
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}

		if = {
			limit = {
				exists = scope:advanced_culture.culture_head
			}
			send_interface_message = {
				type = event_stewardship_good_with_text
				title = bp2_yearly.6212.notification_high
				desc = {
					random_valid = {
						desc = bp2_yearly.6212_notification_tooltip_high
						desc = bp2_yearly.6212_2_notification_tooltip_high
					}
				}
				left_icon = scope:advanced_culture.culture_head
				culture = {
					change_cultural_acceptance = {
						target = scope:advanced_culture
						value = medium_cultural_acceptance_gain
						desc = cultural_acceptance_reformer_migration
					}
				}
			}
		}
		else = {
			send_interface_message = {
				type = event_stewardship_good_with_text
				title = bp2_yearly.6212.notification_high
				desc = {
					random_valid = {
						desc = bp2_yearly.6212_notification_tooltip_high
						desc = bp2_yearly.6212_2_notification_tooltip_high
					}
				}
				culture = {
					change_cultural_acceptance = {
						target = scope:advanced_culture
						value = medium_cultural_acceptance_gain
						desc = cultural_acceptance_reformer_migration
					}
				}
			}
		}
	}
}

#tyranny from ruling methods
bp2_yearly.6213 = {
	hidden = yes

	trigger = {
		root = culture.culture_head
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		exists = var:reaffirmation_counter
		var:reaffirmation_counter < 2
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}

		send_interface_message = {
			type = event_martial_bad_with_text
			title = bp2_yearly.6213.notification_high
			desc = {
				random_valid = {
					desc = bp2_yearly.6213_notification_tooltip_high
					desc = bp2_yearly.6213_notification_2_tooltip_high
				}
			}
			add_tyranny = minor_tyranny_gain
		}
	}
}

scripted_trigger bp2_yearly_6214_county_trigger = {
	holder = root
	save_temporary_scope_as = county
	NOT = {
		root = {
			any_targeting_faction = {
				any_faction_county_member = {
					this = scope:county
				}
			}
		}
	}
}

#reforms taking effect on the local level
bp2_yearly.6214 = {
	hidden = yes

	trigger = {
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		exists = var:reaffirmation_counter
		var:reaffirmation_counter < 2
		any_realm_county = {
			bp2_yearly_6214_county_trigger = yes
			NOT = { culture = scope:temp_advanced_culture }
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}

		random_realm_county = {
			limit = {
				bp2_yearly_6214_county_trigger = yes
				NOT = { culture = scope:advanced_culture }
			}
			save_scope_as = affected_county
		}

		send_interface_message = {
			type = event_stewardship_good_with_text
			title = bp2_yearly.6214.notification_high
			desc = {
				random_valid = {
					#enforcing new trade agreements and circulating new coins
					triggered_desc = {
						trigger = {
							culture = {
								OR = {
									has_cultural_pillar = ethos_bureaucratic
									has_cultural_pillar = ethos_communal
									has_cultural_pillar = ethos_egalitarian
								}
							}
						}
						desc = bp2_yearly.6214_notification_1_tooltip_high
					}
					#laying out terms of service and fealty with local warriors
					triggered_desc = {
						trigger = {
							culture = {
								OR = {
									has_cultural_pillar = ethos_bellicose
									has_cultural_pillar = ethos_stoic
								}
							}
						}
						desc = bp2_yearly.6214_notification_2_tooltip_high
					}
					#putting men of refinement and learning in charge
					triggered_desc = {
						trigger = {
							culture = {
								OR = {
									has_cultural_pillar = ethos_courtly
									has_cultural_pillar = ethos_spiritual
								}
							}
						}
						desc = bp2_yearly.6214_notification_3_tooltip_high
					}
				}
			}
			left_icon = scope:affected_county
			random_list = {
				50 = {
					scope:affected_county = {
						change_development_progress_with_overflow = minor_development_progress_gain
					}
				}
				50 = {
					scope:affected_county = {
						change_development_progress_with_overflow = minimal_development_progress_gain
					}
				}
			}
		}
	}
}

#rumour spreads of improvements
bp2_yearly.6215 = {
	hidden = yes

	trigger = {
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		exists = var:reaffirmation_counter
		exists = var:reform_counter
		OR = {
			var:reaffirmation_counter >= 1
			var:reform_counter >= 1
		}
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}

		send_interface_message = {
			type = event_diplomacy_good_with_text
			title = bp2_yearly.6215.notification_high
			desc = {
				random_valid = {
					#enforcing new trade agreements and circulating new coins
					triggered_desc = {
						trigger = {
							culture = {
								OR = {
									has_cultural_pillar = ethos_bureaucratic
									has_cultural_pillar = ethos_communal
									has_cultural_pillar = ethos_egalitarian
								}
							}
						}
						desc = bp2_yearly.6215_notification_1_tooltip_high
					}
					#laying out terms of service and fealty with local warriors
					triggered_desc = {
						trigger = {
							culture = {
								OR = {
									has_cultural_pillar = ethos_bellicose
									has_cultural_pillar = ethos_stoic
								}
							}
						}
						desc = bp2_yearly.6215_notification_2_tooltip_high
					}
					#putting men of refinement and learning in charge
					triggered_desc = {
						trigger = {
							culture = {
								OR = {
									has_cultural_pillar = ethos_courtly
									has_cultural_pillar = ethos_spiritual
								}
							}
						}
						desc = bp2_yearly.6215_notification_3_tooltip_high
					}
				}
			}
			random_list = {
				10 = {
					add_prestige_experience = medium_prestige_value
				}
				50 = {
					add_prestige_experience = minor_prestige_value
				}
				50 = {
					add_prestige_experience = miniscule_prestige_value
				}
			}
		}
	}
}

#legitimacy loss from strange new customs
bp2_yearly.6216 = {
	hidden = yes

	trigger = {
		exists = var:advanced_culture
		var:advanced_culture = {
			save_temporary_scope_as = temp_advanced_culture
		}
		exists = var:reform_counter
		var:reform_counter >= 1
	}

	immediate = {
		var:advanced_culture = {
			save_scope_as = advanced_culture
		}

		send_interface_message = {
			type = event_diplomacy_bad_with_text
			title = bp2_yearly.6216.notification_high
			desc = {
				random_valid = {
					desc = bp2_yearly.6216_notification_tooltip_high
					desc = bp2_yearly.6216_notification_2_tooltip_high
				}
			}
			add_legitimacy = miniscule_legitimacy_loss
		}
	}
}
