﻿#EK DISABLED: removed England events
namespace = ep3_laamps

####
# ep3_laamps.0001-0003 - Become Adventurer - Conquest
# ep3_laamps.0010-0012 - Become Adventurer - Succession
# ep3_laamps.0020-0021 - Become Adventurer - Exile
# ep3_laamps.0030-0032 - Become Adventurer - Voluntary
# ep3_laamps.0040-0042 - Become Adventurer - Revocation
# ep3_laamps.0050-0051 - Become Adventurer - Runaway
# ep3_laamps.0100-0102 - Become Landed - Purchase
# ep3_laamps.0200-0201 - Become Landed - Sponsored Invasion
# ep3_laamps.0300-0302 - Become Landed - Negotiated
# ep3_laamps.0400-0412 - Become Landed - Seize Realm
##
# 5000-5998 - Generalist LAAMP events
###

#  //\         /\\
# || * \ . . / * ||
#  \\____\X/____//
#   / *  /O\  * \
#   \__/  "  \__/
#      BRÖTHER
# I CRAVE THE LAAMP

scripted_effect adventurer_prestige_reset_effect = {
	hidden_effect = {
		#Save Prestige
		save_scope_value_as = {
			name = prestige_amount
			value = {
				value = prestige
				add = -100
			}
		}
		#Invert it, then take it away
		add_prestige = {
			value = scope:prestige_amount
			multiply = -1
		}
		#Take away 3 prestige levels
		add_prestige_level = -3
	}
	# Tooltips
	custom_tooltip = lose_all_prestige_tt
	custom_tooltip = lose_all_prestige_level_tt
}

##################################################
# Become Adventurer - Conquest
# by Joe Parkin
# 0001-0002
##################################################

# Big comeback

scripted_trigger ep3_laamp_conquest_title_trigger = {
	OR = {
		recent_history = { type = conquest days = 1 }
		recent_history = { type = conquest_holy_war days = 1 }
		recent_history = { type = conquest_claim days = 1 }
		recent_history = { type = conquest_populist days = 1 }
	}
	previous_holder ?= scope:adventurer
}

# Conquest loser event
ep3_laamps.0001 = {
	type = character_event
	window = fullscreen_event
	title = {
		desc = {
			first_valid = {
				triggered_desc = {
					trigger = { is_female = yes }
					desc = ep3_laamps.0001.t.female
				}
				desc = ep3_laamps.0001.t.male
			}
		}
	}
	desc = {
		desc = ep3_laamps.0001.intro
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:war_memory }
				desc = ep3_laamps.0001.memory
			}
			desc = ep3_laamps.0001.fallback
		}
		desc = ep3_laamps.0001.desc
	}
	theme = realm
	left_portrait = {
		character = root
		animation = stress
	}
	lower_left_portrait = scope:alt_1
	lower_center_portrait = scope:alt_2
	lower_right_portrait = scope:alt_3
	override_background = { reference = ep3_fullscreen_adventurer_negative }
	cooldown = { days = 5 }

	trigger = {
		is_ai = no
		NOT = { has_character_flag = become_laamp_event_cooldown }
	}

	immediate = {
		add_character_flag = {
			flag = become_laamp_event_cooldown
			days = 5
		}
		# Save highest lost title for loc
		ordered_in_list = {
			list = target_titles
			limit = { ep3_laamp_conquest_title_trigger = yes }
			order_by = tier
			position = 0
			save_scope_as = lost_primary_title
		}
		if = {
			limit = {
				NOT = { exists = scope:lost_primary_title }
				exists = scope:conquered
			}
			scope:conquered = { save_scope_as = lost_primary_title }
		}
		# Find alternative rulers to play as
		find_playable_relatives_effect = yes
		# Portrait scopes
		if = {
			limit = {
				NOR = {
					exists = scope:alt_3
					scope:alt_1 ?= scope:winner
					scope:alt_2 ?= scope:winner
				}
			}
			scope:winner = { save_scope_as = alt_3 }
		}
		# Make Adventurer
		create_landless_adventurer_title_effect = {
			REASON = flag:conquest
			FLAVOR_CHAR = scope:attacker
		}
		adventurer_prestige_reset_effect = yes
	}

	option = {
		name = ep3_laamps.0001.a
		add_unpressed_claim = scope:lost_primary_title
		add_internal_flag = special
		if = {
			limit = {
				NOT = { has_relation_rival = scope:winner }
			}
			set_relation_rival = {
				target = scope:winner
				reason = rival_conquered_me
			}
		}
		scope:winner = { trigger_event = ep3_laamps.0003 }
	}
	option = {
		name = ep3_laamps.0001.b
		trigger = { exists = scope:alt_1 }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_1 }
	}
	option = {
		name = ep3_laamps.0001.c
		trigger = { exists = scope:alt_2 }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_2 }
	}
	option = {
		name = ep3_laamps.0001.d
		trigger = {
			scope:alt_3 ?= { playable_relative_trigger = yes }
		}
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_3 }
	}
	option = {
		name = ep3_laamps.0001.e
		laamp_game_over_option_effect = yes
	}
}

# Setup event
ep3_laamps.0002 = {
	type = character_event
	hidden = yes

	trigger = {
		has_ep3_dlc_trigger = yes
		is_valid_for_laampdom = yes
	}

	on_trigger_fail = {
		if = { # Ensures depose_effect always deposes, while other event origins do not
			limit = { exists = scope:allow_imprisoned_landless }
			depose = yes
		}
	}

	immediate = {
		save_scope_as = adventurer
		# AI chance
		if = {
			limit = {
				is_ai = yes
				ai_can_valid_to_create_laamp_trigger = yes
			}
			if = {
				limit = { is_landed = yes }
				depose = yes
			}
			save_scope_value_as = {
				name = ai_laamp_chance
				value = ep3_laamp_chance_score_value
			}
			random = {
				chance = scope:ai_laamp_chance
				# Plus for our memory variable.
				ordered_in_list = {
					list = target_titles
					order_by = tier
					position = 0
					save_scope_as = lost_primary_title
				}
				if = {
					limit = { exists = var:deposed_primary_title }
					create_landless_adventurer_title_effect = {
						REASON = flag:deposition
						FLAVOR_CHAR = scope:attacker
					}
				}
				else = {
					create_landless_adventurer_title_effect = {
						REASON = flag:conquest
						FLAVOR_CHAR = scope:attacker
					}
				}
				scope:winner = { trigger_event = ep3_laamps.0003 }
			}
		}
		# Player event
		else = {
			if = {
				limit = {
					scope:new_holder ?= {
						any_held_title = { ep3_laamp_conquest_title_trigger = yes }
					}
				}
				trigger_event = { id = ep3_laamps.0001 }
			}
			else_if = { # Land already taken (e.g. by a war)
				limit = { is_landed = no }
				trigger_event = { id = ep3_laamps.0004 }
			}
			else = { # Still have land (e.g. in an event)
				trigger_event = { id = ep3_laamps.0005 }
			}
		}
	}
}

# Winner event
ep3_laamps.0003 = {
	type = letter_event
	opening = ep3_laamps.0003.opening
	desc = ep3_laamps.0003.desc
	sender = scope:adventurer

	trigger = { is_ai = no }

	immediate = {
		if = {
			limit = {
				NOT = { has_relation_rival = scope:adventurer }
			}
			scope:adventurer = {
				set_relation_rival = {
					target = root
					reason = rival_conquered_me
				}
			}
		}
		scope:adventurer = { create_landless_adventurer_title_tooltip_effect = yes }
	}

	option = {
		name = ep3_laamps.0003.a
	}
}

# Deposition loser event
ep3_laamps.0004 = {
	type = character_event
	window = fullscreen_event
	title = {
		desc = {
			first_valid = {
				triggered_desc = {
					trigger = { is_female = yes }
					desc = ep3_laamps.0001.t.female
				}
				desc = ep3_laamps.0001.t.male
			}
		}
	}
	desc = ep3_laamps.0004.desc
	theme = realm
	left_portrait = {
		character = root
		animation = stress
	}
	lower_left_portrait = scope:alt_1
	lower_center_portrait = scope:alt_2
	lower_right_portrait = scope:alt_3
	override_background = { reference = ep3_fullscreen_adventurer_negative }

	trigger = {
		is_ai = no
		exists = var:deposed_primary_title
		NOT = { has_character_flag = become_laamp_event_cooldown }
	}

	immediate = {
		add_character_flag = {
			flag = become_laamp_event_cooldown
			days = 5
		}
		var:deposed_primary_title ?= {
			# Save highest lost title for loc
			save_scope_as = conquered
			# And for memory variables.
			save_scope_as = lost_primary_title
			save_scope_as = heir
		}
		# Create Adventurer
		hidden_effect = {
			create_landless_adventurer_title_effect = {
				REASON = flag:deposition
				FLAVOR_CHAR = scope:attacker
			}
		}
		# Find alternative rulers to play as
		find_playable_relatives_effect = yes
		# Portrait scopes
		if = {
			limit = {
				NOT = { exists = scope:alt_3 }
			}
			if = {
				limit = { exists = scope:conquered.holder }
				scope:conquered.holder = { save_scope_as = alt_3 }
			}
			else_if = {
				limit = {
					NOR = {
						scope:alt_1 ?= scope:winner
						scope:alt_2 ?= scope:winner
					}
				}
				scope:winner ?= { save_scope_as = alt_3 }
			}
		}
	}
	
	option = {
		name = ep3_laamps.0001.a
		create_landless_adventurer_title_tooltip_effect = yes
		add_internal_flag = special
		scope:winner = { trigger_event = ep3_laamps.0003 }
	}
	option = {
		name = ep3_laamps.0001.b
		trigger = { exists = scope:alt_1 }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_1 }
	}
	option = {
		name = ep3_laamps.0001.c
		trigger = { exists = scope:alt_2 }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_2 }
	}
	option = {
		name = ep3_laamps.0001.d
		trigger = {
			scope:alt_3 ?= { playable_relative_trigger = yes }
		}
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_3 }
	}
	option = {
		name = ep3_laamps.0001.e
		laamp_game_over_option_effect = yes
		hidden_effect = { move_to_pool = yes }
	}
}

# Depose loser event
ep3_laamps.0005 = {
	type = character_event
	window = fullscreen_event
	title = {
		desc = {
			first_valid = {
				triggered_desc = {
					trigger = { is_female = yes }
					desc = ep3_laamps.0001.t.female
				}
				desc = ep3_laamps.0001.t.male
			}
		}
	}
	desc = ep3_laamps.0004.desc
	theme = realm
	left_portrait = {
		character = root
		animation = stress
	}
	lower_left_portrait = scope:alt_1
	lower_center_portrait = scope:alt_2
	lower_right_portrait = scope:alt_3
	override_background = { reference = ep3_fullscreen_adventurer_negative }

	trigger = {
		is_ai = no
		exists = var:deposed_primary_title
		NOT = { has_character_flag = become_laamp_event_cooldown }
	}

	immediate = {
		add_character_flag = {
			flag = become_laamp_event_cooldown
			days = 5
		}
		var:deposed_primary_title ?= {
			# Save highest lost title for loc
			save_scope_as = conquered
			# And for memory variables.
			save_scope_as = lost_primary_title
		}
		# Find alternative rulers to play as
		find_playable_relatives_effect = yes
		# Portrait scopes
		if = {
			limit = {
				NOT = { exists = scope:alt_3 }
			}
			if = {
				limit = { exists = scope:conquered.holder }
				scope:conquered.holder = { save_scope_as = alt_3 }
			}
			else_if = {
				limit = {
					NOR = {
						scope:alt_1 ?= scope:winner
						scope:alt_2 ?= scope:winner
					}
				}
				scope:winner ?= { save_scope_as = alt_3 }
			}
		}
		scope:conquered.current_heir = { save_scope_as = heir }
	}
	
	option = {
		name = ep3_laamps.0001.a
		show_as_tooltip = { depose = yes } # depose not actually used as it is immediate gameover
		hidden_effect = {
			create_title_and_vassal_change = {
				type = conquest
				save_scope_as = change
				add_claim_on_loss = yes
			}
			every_held_title = {
				limit = { tier >= tier_county }
				change_title_holder_include_vassals = {
					holder = scope:heir
					change = scope:change
				}
			}
			resolve_title_and_vassal_change = scope:change
			# Create Adventurer
			create_landless_adventurer_title_effect = {
				REASON = flag:deposition
				FLAVOR_CHAR = scope:attacker
			}
		}
		create_landless_adventurer_title_tooltip_effect = yes
		add_internal_flag = special
		scope:winner = { trigger_event = ep3_laamps.0003 }
	}
	option = {
		name = ep3_laamps.0001.b
		trigger = { exists = scope:alt_1 }
		show_as_tooltip = { depose = yes }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_1 }
		hidden_effect = {
			depose = yes
			move_to_pool = yes
		}
	}
	option = {
		name = ep3_laamps.0001.c
		trigger = { exists = scope:alt_2 }
		show_as_tooltip = { depose = yes }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_2 }
		hidden_effect = {
			depose = yes
			move_to_pool = yes
		}
	}
	option = {
		name = ep3_laamps.0001.d
		trigger = {
			scope:alt_3 ?= { playable_relative_trigger = yes }
		}
		show_as_tooltip = { depose = yes }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_3 }
		hidden_effect = {
			depose = yes
			move_to_pool = yes
		}
	}
	option = {
		name = ep3_laamps.0001.e
		show_as_tooltip = { depose = yes }
		laamp_game_over_option_effect = yes
		hidden_effect = {
			depose = yes
			move_to_pool = yes
		}
	}
}

##################################################
# Become Adventurer - Succession
# by Joe Parkin
# 0010-0012
##################################################

# My sibling is more interesting than me

scripted_trigger ep3_laamp_inheritor_title_trigger = {
	recent_history = {
		type = inheritance
		days = 5
	}
	previous_holder = scope:deceased
}

# Player event
ep3_laamps.0010 = {
	type = character_event
	window = fullscreen_event
	title = ep3_laamps.0010.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					any_sibling = { count >= 2 }
				}
				desc = ep3_laamps.0010.multi
			}
			desc = ep3_laamps.0010.single
		}
		desc = ep3_laamps.0010.desc
		triggered_desc = {
			trigger = { exists = scope:inheritor_1 }
			desc = ep3_laamps.0010.inheritor_1
		}
		triggered_desc = {
			trigger = { exists = scope:inheritor_2 }
			desc = ep3_laamps.0010.inheritor_2
		}
		triggered_desc = {
			trigger = { exists = scope:inheritor_3 }
			desc = ep3_laamps.0010.inheritor_3
		}
		desc = ep3_laamps.0010.laamp
	}
	theme = realm
	left_portrait = {
		character = root
		animation = personality_cynical
	}
	right_portrait = {
		character = scope:potential_laamp
		animation = marshal
		outfit_tags = { military_outfit }
	}
	lower_right_portrait = scope:deceased
	override_background = { reference = ep3_fullscreen_adventurer_positive }
	cooldown = { years = 25 }

	trigger = {
		is_ai = no
		NOT = { has_character_flag = become_laamp_event_cooldown }
	}

	immediate = {
		add_character_flag = {
			flag = become_laamp_event_cooldown
			days = 5
		}
		# Save highest inherited title
		ordered_held_title = {
			limit = { ep3_laamp_inheritor_title_trigger = yes }
			order_by = tier
			position = 0
			save_scope_as = inherited
		}
		# Save inheritors for loc
		every_sibling = {
			limit = {
				any_held_title = { ep3_laamp_inheritor_title_trigger = yes }
			}
			add_to_list = inheritors
		}
		ordered_in_list = {
			list = inheritors
			order_by = age
			max = 3
			check_range_bounds = no
			if = {
				limit = { exists = scope:inheritor_2 }
				save_scope_as = inheritor_3
			}
			else_if = {
				limit = { exists = scope:inheritor_1 }
				save_scope_as = inheritor_2
			}
			else = { save_scope_as = inheritor_1 }
			ordered_held_title = {
				limit = { ep3_laamp_inheritor_title_trigger = yes }
				order_by = tier
				position = 0
				if = {
					limit = { exists = scope:inherited_2 }
					save_scope_as = inherited_3
				}
				else_if = {
					limit = { exists = scope:inherited_1 }
					save_scope_as = inherited_2
				}
				else = { save_scope_as = inherited_1 }
			}
		}
		scope:potential_laamp = {
			create_landless_adventurer_title_effect = {
				REASON = flag:succession
				FLAVOR_CHAR = root
			}
			adventurer_prestige_reset_effect = yes
		}
	}

	option = {
		name = ep3_laamps.0010.a
	}

	option = {
		name = ep3_laamps.0010.b
		add_internal_flag = special
		set_player_character = scope:potential_laamp
	}
}

# Setup event - heir
ep3_laamps.0011 = {
	type = character_event
	hidden = yes

	trigger = {
		save_temporary_scope_as = heir_temp
		any_sibling = {
			ep3_laamp_interesting_sibling_trigger = { COMPARISON = scope:heir_temp }
		}
	}

	immediate = {
		save_scope_as = heir
		# Save potential laamp
		ordered_sibling = {
			limit = {
				ep3_laamp_interesting_sibling_trigger = { COMPARISON = scope:heir }
			}
			order_by = ep3_laamp_chance_score_value
			save_scope_as = potential_laamp
		}
		random = {
			chance = 0
			modifier = { # Bonus for players
				is_ai = no
				add = 25
			}
			modifier = { add = scope:potential_laamp.ep3_laamp_chance_score_value }
			if = {
				limit = {
					is_ai = yes
					ai_can_valid_to_create_laamp_trigger = yes
				}
				scope:potential_laamp = {
					create_landless_adventurer_title_effect = {
						REASON = flag:succession
						FLAVOR_CHAR = scope:heir
					}
				}
				if = { # Debug tracking
					limit = { exists = global_var:ai_succession_laamp_count }
					change_global_variable = {
						name = ai_succession_laamp_count
						add = 1
					}
				}
				else = {
					set_global_variable = {
						name = ai_succession_laamp_count
						value = 1
					}
				}
				debug_log = "AI became adventurer by succession"
				debug_log_scopes = yes
			}
			else = { trigger_event = ep3_laamps.0010 }
		}
	}
}

# Setup event - deceased
ep3_laamps.0012 = {
	hidden = yes
	type = character_event

	trigger = {
		has_ep3_dlc_trigger = yes
		is_landed = yes
		player_heir ?= {
			save_temporary_scope_as = heir_temp
			any_sibling = {
				ep3_laamp_interesting_sibling_trigger = { COMPARISON = scope:heir_temp }
			}
		}
	}

	immediate = {
		save_scope_as = deceased
		player_heir = {
			trigger_event = {
				id = ep3_laamps.0011
				days = 5
			}
		}
	}
}

##################################################
# Become Adventurer - Banish
# by Joe Parkin
# 0020-0021
##################################################

# I have been banished

# Banished event
ep3_laamps.0020 = {
	type = character_event
	window = fullscreen_event
	title = ep3_laamps.0020.t
	desc = ep3_laamps.0020.desc
	theme = realm
	left_portrait = {
		character = root
		animation = marshal
	}
	lower_left_portrait = scope:alt_1
	lower_center_portrait = scope:alt_2
	lower_right_portrait = scope:alt_3
	override_background = { reference = ep3_fullscreen_adventurer_negative }
	cooldown = { days = 5 }

	trigger = {
		NOT = { has_character_flag = become_laamp_event_cooldown }
	}

	immediate = {
		add_character_flag = {
			flag = become_laamp_event_cooldown
			days = 5
		}
		save_scope_as = adventurer
		liege = { save_scope_as = liege }
		# Save highest lost title for loc
		ordered_held_title = {
			order_by = tier
			position = 0
			save_scope_as = revoked
			# Plus for our memory variable.
			save_scope_as = lost_primary_title
		}
		find_playable_relatives_effect = yes
		# Portrait scopes
		if = {
			limit = {
				NOR = {
					exists = scope:alt_3
					scope:alt_1 ?= scope:banisher
					scope:alt_2 ?= scope:banisher
				}
			}
			scope:banisher = { save_scope_as = alt_3 }
		}
		adventurer_prestige_reset_effect = yes
	}

	option = {
		name = ep3_laamps.0020.a
		show_as_tooltip = { banish = yes }
		hidden_effect = {
			create_title_and_vassal_change = {
				type = revoked
				save_scope_as = change
				add_claim_on_loss = no
			}
			every_held_title = {
				limit = { tier >= tier_county }
				change_title_holder_include_vassals = {
					holder = scope:liege
					change = scope:change
				}
			}
			resolve_title_and_vassal_change = scope:change
			# Create Adventurer
			create_landless_adventurer_title_effect = {
				REASON = flag:exile
				FLAVOR_CHAR = scope:banisher
			}
		}
		create_landless_adventurer_title_tooltip_effect = yes
		add_internal_flag = special
		add_unpressed_claim = scope:lost_primary_title
		scope:banisher = {
			trigger_event = {
				id = ep3_laamps.0022
				days = 5
			}
		}
		scope:liege = {
			if = {
				limit = {
					NOT = { this = scope:banisher }
				}
				trigger_event = {
					id = ep3_laamps.0022
					days = 5
				}
			}
		}
	}

	option = {
		name = ep3_laamps.0001.b
		trigger = { exists = scope:alt_1 }
		show_as_tooltip = { banish = yes }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_1 }
		hidden_effect = { banish = yes }
	}
	option = {
		name = ep3_laamps.0001.c
		trigger = { exists = scope:alt_2 }
		show_as_tooltip = { banish = yes }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_2 }
		hidden_effect = { banish = yes }
	}
	option = {
		name = ep3_laamps.0001.d
		trigger = {
			scope:alt_3 ?= { playable_relative_trigger = yes }
		}
		show_as_tooltip = { banish = yes }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_3 }
		hidden_effect = { banish = yes }
	}
	option = {
		name = ep3_laamps.0001.e
		show_as_tooltip = { banish = yes }
		laamp_game_over_option_effect = yes
		hidden_effect = { banish = yes }
	}
}

# Setup event
ep3_laamps.0021 = {
	type = character_event
	hidden = yes

	trigger = {
		has_ep3_dlc_trigger = yes
		is_valid_for_laampdom = yes
	}

	on_trigger_fail = {
		banish = yes
	}

	immediate = {
		save_scope_as = adventurer
		liege = { save_scope_as = liege }
		# Save highest lost title for loc
		ordered_held_title = {
			order_by = tier
			position = 0
			save_scope_as = revoked
			# Plus for our memory variable.
			save_scope_as = lost_primary_title
		}
		add_character_flag = {
			flag = block_for_prison_release_notification
			days = 1
		}
		# AI chance
		if = {
			limit = {
				is_ai = yes
				ai_can_valid_to_create_laamp_trigger = yes
			}
			random = {
				chance = 0
				modifier = { add = ep3_laamp_chance_score_value }
				# Plus for our memory variable.
				add_character_flag = {
					flag = block_for_prison_release_message
					days = 1
				}
				create_title_and_vassal_change = {
					type = revoked
					save_scope_as = change
					add_claim_on_loss = no
				}
				every_held_title = {
					limit = { tier >= tier_county }
					change_title_holder_include_vassals = {
						holder = scope:liege
						change = scope:change
					}
				}
				resolve_title_and_vassal_change = scope:change
				create_landless_adventurer_title_effect = {
					REASON = flag:exile
					FLAVOR_CHAR = scope:actor
				}
				adventurer_prestige_reset_effect = yes
				add_unpressed_claim = scope:lost_primary_title
				scope:banisher = {
					trigger_event = {
						id = ep3_laamps.0022
						days = 5
					}
				}
				scope:liege = {
					if = {
						limit = {
							NOT = { this = scope:banisher }
						}
						trigger_event = {
							id = ep3_laamps.0022
							days = 5
						}
					}
				}
			}
			if = {
				limit = {
					NOT = {
						government_has_flag = government_is_landless_adventurer
					}
				}
				banish = yes
			}
		}
		# Player event
		else = {
			trigger_event = { id = ep3_laamps.0020 }
		}
	}
}

# Banisher event
ep3_laamps.0022 = {
	type = letter_event
	opening = ep3_laamps.0003.opening
	desc = ep3_laamps.0022.desc
	sender = scope:adventurer

	trigger = { is_ai = no }

	immediate = {
		scope:adventurer = { create_landless_adventurer_title_tooltip_effect = yes }
	}

	option = {
		name = ep3_laamps.0022.a
	}
}

##################################################
# Become Adventurer - Voluntary
# by Joe Parkin
# 0030-0031
##################################################

# Adventure awaits

ep3_laamps.0030 = {
	type = character_event
	window = fullscreen_event
	title = ep3_laamps.0030.t
	desc = {
		desc = ep3_laamps.0030.desc
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:laamp_heir }
				desc = ep3_laamps.0030.heir
			}
			triggered_desc = {
				trigger = { exists = scope:laamp_liege }
				desc = ep3_laamps.0030.liege
			}
			desc = ep3_laamps.0030.new
		}
	}
	theme = realm
	left_portrait = {
		character = root
		animation = marshal
	}
	lower_right_portrait = scope:laamp_inheritor
	override_background = { reference = ep3_fullscreen_adventurer_positive }
	cooldown = { days = 5 }

	trigger = { exists = scope:laamp_inheritor }

	immediate = {
		# Save scopes for loc
		primary_title = { save_scope_as = old_primary_title }
		capital_province = { save_scope_as = old_capital_province }
		if = {
			limit = { is_independent_ruler = no }
			liege = { save_scope_as = old_liege }
		}
		# Transfer landed titles
		every_held_title = {
			limit = {
				OR = {
					is_landless_type_title = no
					is_nomad_title = yes
				}
				tier > tier_barony
			}
			add_to_list = target_titles
		}
		create_title_and_vassal_change = {
			type = conquest
			save_scope_as = change
			add_claim_on_loss = no
		}
		hidden_effect = {
			every_in_list = {
				list = target_titles
				change_title_holder_include_vassals = {
					holder = scope:laamp_inheritor
					change = scope:change
				}
			}
			resolve_title_and_vassal_change = scope:change
		}
		# Create Adventurer
		create_landless_adventurer_title_effect = {
			REASON = flag:voluntary
			FLAVOR_CHAR = scope:laamp_inheritor
		}
		scope:laamp_inheritor = {
			# Tooltip for player
			custom_tooltip = become_landless_adventurer_decision_title_scope_tt
			# Create a loving family so inheritance isn't so borked
			if = {
				limit = { has_character_flag = new_laamp_inheritor }
				trigger_event = game_rule.1001
				remove_character_flag = new_laamp_inheritor
			}
		}
		scope:old_liege ?= { trigger_event = ep3_laamps.0032 }
		adventurer_prestige_reset_effect = yes
	}

	option = {
		name = ep3_laamps.0030.a
		create_landless_adventurer_title_tooltip_effect = yes
		add_prestige = medium_prestige_gain
		add_character_modifier = {
			modifier = ep3_voluntary_laamp_character_modifier
			years = 5
		}
	}
}

# Liege event
ep3_laamps.0032 = {
	type = letter_event
	opening = ep3_laamps.0032.opening
	desc = ep3_laamps.0032.desc
	sender = scope:adventurer

	trigger = { is_ai = no }

	immediate = {
		scope:adventurer = { create_landless_adventurer_title_tooltip_effect = yes }
	}

	option = {
		name = ep3_laamps.0032.a
	}
}

##################################################
# Become Adventurer - Revocation
# by Joe Parkin
# 0040-0041
##################################################

# Come back

scripted_trigger ep3_laamp_revoked_title_trigger = {
	recent_history = { type = revoked days = 1 }
	previous_holder = root
}

ep3_laamps.0040 = {
	type = character_event
	window = fullscreen_event
	title = ep3_laamps.0040.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:actor = { is_close_family_of = root }
				}
				desc = ep3_laamps.0040.family
			}
			desc = ep3_laamps.0040.other
		}
		desc = ep3_laamps.0040.desc
	}
	theme = realm
	left_portrait = {
		character = root
		animation = marshal
	}
	lower_left_portrait = scope:alt_1
	lower_center_portrait = scope:alt_2
	lower_right_portrait = scope:alt_3
	override_background = { reference = ep3_fullscreen_adventurer_negative }
	cooldown = { days = 5 }

	# The AI was managing to get this event somehow.
	trigger = {
		is_ai = no
		NOT = { has_character_flag = become_laamp_event_cooldown }
	}

	immediate = {
		add_character_flag = {
			flag = become_laamp_event_cooldown
			days = 5
		}
		# Find alternative rulers to play as
		find_playable_relatives_effect = yes
		# Portrait scopes
		if = {
			limit = {
				NOR = {
					exists = scope:alt_3
					scope:alt_1 ?= scope:actor
					scope:alt_2 ?= scope:actor
				}
			}
			scope:actor = { save_scope_as = alt_3 }
		}
		# Create Adventurer
		hidden_effect = {
			create_landless_adventurer_title_effect = {
				REASON = flag:revocation
				FLAVOR_CHAR = scope:actor
			}
		}
		adventurer_prestige_reset_effect = yes
	}

	option = {
		name = ep3_laamps.0040.a
		create_landless_adventurer_title_tooltip_effect = yes
		add_internal_flag = special
		scope:actor = { trigger_event = ep3_laamps.0042 }
	}

	option = {
		name = ep3_laamps.0001.b
		trigger = { exists = scope:alt_1 }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_1 }
	}
	option = {
		name = ep3_laamps.0001.c
		trigger = { exists = scope:alt_2 }
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_2 }
	}
	option = {
		name = ep3_laamps.0001.d
		trigger = {
			exists = scope:alt_3
			scope:alt_3 = { playable_relative_trigger = yes }
		}
		laamp_switch_playable_character_effect = { NEW_CHARACTER = scope:alt_3 }
	}
	option = {
		name = ep3_laamps.0001.e
		laamp_game_over_option_effect = yes
	}
}

# Setup event
ep3_laamps.0041 = {
	type = character_event
	hidden = yes

	trigger = {
		has_ep3_dlc_trigger = yes
		is_landed = no
		is_valid_for_laampdom = yes
	}

	immediate = {
		save_scope_as = adventurer
		# AI chance
		if = {
			limit = {
				is_ai = yes
				ai_can_valid_to_create_laamp_trigger = yes
				trigger_if = { # Don't fill the adventurer pool with revoked counts
					limit = {
						scope:lost_primary_title.tier <= tier_county
					}
					global_variable_list_size = {
						name = laamps_tally
						value < seventyfive_percent_of_max_desired_laamps_value
					}
				}
			}
			random = {
				chance = 0
				modifier = { add = ep3_laamp_chance_score_value }
				create_landless_adventurer_title_effect = {
					REASON = flag:revocation
					FLAVOR_CHAR = scope:actor
				}
				scope:actor = { trigger_event = ep3_laamps.0042 }
			}
		}
		# Player event
		else = {
			trigger_event = { id = ep3_laamps.0040 }
		}
	}
}

# Revoker event
ep3_laamps.0042 = {
	type = letter_event
	opening = ep3_laamps.0003.opening
	desc = ep3_laamps.0042.desc
	sender = scope:adventurer

	trigger = { is_ai = no }

	immediate = {
		create_landless_adventurer_title_tooltip_effect = yes
	}

	option = {
		name = ep3_laamps.0042.a
	}
}

##################################################
# Become Adventurer - Runaway
# by Joe Parkin
# 0050-0051
##################################################

# Close family

scripted_trigger ep3_laamp_runaway_child_trigger = {
	is_ai = yes
	liege ?= {
		this = root
		is_landed = yes
		highest_held_title_tier >= tier_duchy
	}
	NOT = { root.primary_heir ?= this }
	is_valid_for_laampdom = yes
	age <= 25
	NOT = { has_character_flag = failed_laamp_runaway }
	save_temporary_scope_as = runaway_temp
	# Less important kids as rank increases
	liege ?= {
		primary_title = { 
			trigger_if = {
				limit = { tier = tier_empire }
				place_in_line_of_succession = { target = scope:runaway_temp value < 6 }
			}
			trigger_else_if = {
				limit = { tier = tier_kingdom }
				place_in_line_of_succession = { target = scope:runaway_temp value < 4 }
			}
			trigger_else = {
				place_in_line_of_succession = { target = scope:runaway_temp value < 2 }
			}
		}
	}
}

ep3_laamps.0050 = {
	type = character_event
	title = ep3_laamps.0050.t
	desc = ep3_laamps.0050.desc
	theme = family
	left_portrait = {
		character = root
		animation = worry
	}
	right_portrait = {
		character = scope:potential_laamp
		animation = war_over_win
	}
	cooldown = { years = 10 }

	trigger = {
		has_ep3_dlc_trigger = yes
		is_landed_or_landless_administrative = yes
		any_close_family_member = { ep3_laamp_runaway_child_trigger = yes }
		OR = {
			is_ai = no
			ai_can_valid_to_create_laamp_trigger = yes
		}
		NOT = { has_character_flag = become_laamp_event_cooldown }
	}

	weight_multiplier = {
		base = 1
		modifier = {
			is_ai = no
			add = 1
		}
		modifier = {
			highest_held_title_tier > tier_county # 2
			add = {
				value = 2
				subtract = highest_held_title_tier
			}
		}
		modifier = {
			any_child = {
				ep3_laamp_runaway_child_trigger = yes
				ep3_laamp_interesting_enough_to_be_a_laamp_trigger = { COMPARISON = root }
			}
			add = 1
		}
		modifier = {
			add = 1
			exists = var:runaway_laamp_encourager
		}
	}

	immediate = {
		add_character_flag = {
			flag = become_laamp_event_cooldown
			days = 5
		}
		var:runaway_laamp_encourager ?= { save_scope_as = encouraged_laamp }
		every_close_family_member = {
			limit = { ep3_laamp_runaway_child_trigger = yes }
			add_to_list = potential_runaways
		}
		ordered_in_list = {
			list = potential_runaways
			order_by = ep3_laamp_chance_score_value
			save_scope_as = potential_laamp
			save_scope_as = adventurer
		}
	}
 	
	option = { # Encourage
		name = ep3_laamps.0050.a
		trigger = { is_ai = no }
		hidden_effect = {
			scope:potential_laamp = {
				create_landless_adventurer_title_effect = {
					REASON = flag:runaway_allowed
					FLAVOR_CHAR = root
				}
			}
		}
		add_internal_flag = special
		set_player_character = scope:potential_laamp
		scope:potential_laamp = { 
			create_landless_adventurer_title_tooltip_effect = yes 
		}
		stress_impact = {
			arrogant = medium_stress_impact_gain
			craven = minor_stress_impact_gain
		}
	}

	option = { # Allow
		name = ep3_laamps.0050.b
		reverse_add_opinion = {
			target = scope:potential_laamp
			modifier = allowed_runaway_laamp_opinion
		}
		scope:potential_laamp = {
			create_landless_adventurer_title_effect = {
				REASON = flag:runaway_allowed
				FLAVOR_CHAR = root
			}
			adventurer_prestige_reset_effect = yes
		}
		set_variable = {
			name = runaway_laamp_encourager
			value = scope:potential_laamp
		}
		stress_impact = {
			arrogant = medium_stress_impact_gain
			craven = minor_stress_impact_gain
		}
		ai_chance = {
			base = 0
			ai_value_modifier = {
				ai_boldness = 0.25
				ai_energy = 0.25
			}
			opinion_modifier = {
				opinion_target = scope:potential_laamp
				multiplier = -0.25
			}
			modifier = {
				add = 50
				culture = {
					has_cultural_parameter = more_likely_to_be_laamps
				}
			}
			modifier = {
				add = 150
				culture = {
					has_cultural_parameter = much_more_likely_to_be_laamps
				}
			}
		}
	}

	option = { # Forbid
		name = ep3_laamps.0050.c
		reverse_add_opinion = {
			target = scope:potential_laamp
			modifier = forbidden_runaway_laamp_opinion
		}
		duel = {
			target = scope:potential_laamp
			skill = intrigue
			10 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5
				add_prestige = minor_prestige_loss
				scope:potential_laamp = { add_character_flag = failed_laamp_runaway }
			}
			10 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5
				scope:potential_laamp = { create_landless_adventurer_title_tooltip_effect = yes }
				trigger_event = {
					id = ep3_laamps.0051
					days = 1
				}
			}
		}
		stress_impact = {
			brave = medium_stress_impact_gain
		}
		ai_chance = {
			base = 25
			opinion_modifier = {
				opinion_target = scope:potential_laamp
				multiplier = 0.25
			}
		}
	}
}

ep3_laamps.0051 = {
	type = character_event
	title = ep3_laamps.0050.t
	desc = ep3_laamps.0051.desc
	theme = family
	left_portrait = {
		character = root
		animation = stress
	}
	lower_right_portrait = scope:potential_laamp

	trigger = {
		has_ep3_dlc_trigger = yes
		scope:potential_laamp = { ep3_laamp_runaway_child_trigger = yes }
	}

	immediate = {
		# Create Adventurer
		scope:potential_laamp = {
			create_landless_adventurer_title_effect = {
				REASON = flag:runaway_forbidden
				FLAVOR_CHAR = root
			}
			adventurer_prestige_reset_effect = yes
		}
		add_prestige = minor_prestige_loss
	}
 	
	option = {
		name = ep3_laamps.0051.a
	}

	option = {
		name = ep3_laamps.0051.b
		trigger = {
			is_ai = no
			scope:potential_laamp = { is_playable_character = yes } # For Safety
		}
		add_internal_flag = special
		set_player_character = scope:potential_laamp
	}
}

##################################################
# Become Landed - Purchase
# by Joe Parkin
# 0100-0102
##################################################

ep3_laamps.0100 = {
	type = character_event
	title = ep3_laamps.0100.t
	desc = {
		desc = ep3_laamps.0100.desc
		first_valid = {
			triggered_desc = {
				trigger = { scope:new_liege ?= scope:recipient }
				desc = ep3_laamps.0100.liege
			}
			triggered_desc = {
				trigger = { exists = scope:new_liege }
				desc = ep3_laamps.0100.fellow_vassal
			}
			desc = ep3_laamps.0100.independent
		}
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:new_liege }
				desc = ep3_laamps.0100.unpopular
			}
			desc = ep3_laamps.0100.fallback
		}
	}
	theme = realm
	left_portrait = {
		character = root
		animation = war_over_tie
	}
	right_portrait = {
		character = scope:recipient
		animation = steward
	}
	lower_left_portrait = {
		trigger = {
			NOT = { scope:recipient = scope:new_liege }
		}
		character = scope:new_liege
	}

	trigger = {
		has_ep3_dlc_trigger = yes
	}

	immediate = {
		purchase_land_interaction_effect = yes
		scope:recipient = { trigger_event = ep3_laamps.0101 }
	}
 	
	option = {
		name = ep3_laamps.0100.a
		if = { # Vassal obligations
			limit = { scope:vassal_obligation = yes }
			vassal_contract_set_obligation_level = { type = feudal_government_taxes level = 4 }
			vassal_contract_set_obligation_level = { type = feudal_government_levies level = 4 }
		}
	}
}

ep3_laamps.0101 = {
	type = letter_event
	opening = ep3_laamps.0101.opening
	desc = {
		desc = ep3_laamps.0101.desc
		first_valid = {
			triggered_desc = {
				trigger = { scope:new_liege ?= scope:recipient }
				desc = ep3_laamps.0101.liege
			}
			triggered_desc = {
				trigger = { exists = scope:new_liege }
				desc = ep3_laamps.0101.fellow_vassal
			}
			desc = ep3_laamps.0100.independent
		}
	}
	sender = scope:actor

	trigger = {
		has_ep3_dlc_trigger = yes
	}

	immediate = {
		show_as_tooltip = { purchase_land_interaction_effect = yes }
		if = {
			limit = {
				is_independent_ruler = no
				scope:actor.liege != root
			}
			hidden_effect = {
				liege = {
					send_interface_message = {
						type = event_landless_adventurer_neutral
						title = ep3_laamps.0101.liege_message.title
						left_icon = scope:actor
						right_icon = scope:recipient
						show_as_tooltip = { purchase_land_interaction_effect = yes }
					}
				}
			}
		}
	}
 	
	option = {
		name = ep3_laamps.0101.a
		trigger = { scope:new_liege ?= scope:recipient }
	}

	option = {
		name = ep3_laamps.0101.b
		trigger = {
			exists = scope:new_liege
			NOT = { scope:new_liege ?= scope:recipient }
		}
	}

	option = {
		name = ep3_laamps.0101.c
		trigger = {
			NOT = { exists = scope:new_liege }
		}
	}
}

ep3_laamps.0102 = {
	type = letter_event
	opening = ep3_laamps.0102.opening
	desc = ep3_laamps.0102.desc
	sender = scope:actor

	trigger = {
		has_ep3_dlc_trigger = yes
	}

	option = {
		name = ep3_laamps.0102.a
	}
}

##################################################
# Become Landed - Invasion
# by Joe Parkin
# 0200-0201
##################################################

# Interaction

ep3_laamps.0200 = {
	type = letter_event
	opening = ep3_laamps.0101.opening
	desc = ep3_laamps.0200.desc
	sender = scope:recipient

	trigger = {
		has_ep3_dlc_trigger = yes
	}

	immediate = {
		if = {
			limit = { scope:offer_gold = yes }
			show_as_tooltip = {
				pay_short_term_gold = {
					gold = scope:recipient.request_laamp_invasion_sponsorship_gold_cost
					target = scope:recipient
				}
			}
			hidden_effect = {
				scope:recipient = { add_short_term_gold = scope:recipient.request_laamp_invasion_sponsorship_gold_cost }
			}
		}
		scope:recipient = {
			if = {
				limit = {
					scope:request_soldiers = yes
					scope:join_war = yes
				}
				custom_tooltip = adventurer_invasion_supporter_tt
			}
			else_if = {
				limit = { scope:request_soldiers = yes }
				custom_tooltip = adventurer_invasion_supporter_soldiers_tt
			}
			else = { custom_tooltip = adventurer_invasion_supporter_join_tt }
		}
		scope:actor = { custom_tooltip = adventurer_invasion_supporter_victory_tt }
	}
 	
	option = {
		name = ep3_laamps.0200.a
	}
}

ep3_laamps.0201 = {
	type = letter_event
	opening = ep3_laamps.0201.opening
	desc = ep3_laamps.0201.desc
	sender = scope:recipient

	trigger = {
		has_ep3_dlc_trigger = yes
	}
 	
	option = {
		name = ep3_laamps.0201.a
	}
}

##################################################
# Become Landed - Negotiated
# by Joe Parkin
# 0300-0302
##################################################

ep3_laamps.0300 = {
	type = character_event
	title = ep3_laamps.0300.t
	desc = {
		desc = ep3_laamps.0300.desc
		first_valid = {
			triggered_desc = {
				trigger = { scope:new_liege ?= scope:actor }
				desc = ep3_laamps.0300.liege
			}
			triggered_desc = {
				trigger = { exists = scope:new_liege }
				desc = ep3_laamps.0300.fellow_vassal
			}
			desc = ep3_laamps.0300.independent
		}
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:new_liege }
				desc = ep3_laamps.0300.unpopular
			}
			desc = ep3_laamps.0300.fallback
		}
	}
	theme = realm
	left_portrait = {
		character = root
		animation = worry
	}
	lower_right_portrait = scope:recipient
	lower_left_portrait = {
		trigger = {
			NOT = { scope:actor = scope:new_liege }
		}
		character = scope:new_liege
	}

	trigger = {
		has_ep3_dlc_trigger = yes
	}

	immediate = {
		negotiate_settlement_interaction_effect = yes
		scope:recipient = { trigger_event = ep3_laamps.0301 }
	}
 	
	option = {
		name = ep3_laamps.0300.a
	}
}

ep3_laamps.0301 = {
	type = letter_event
	opening = ep3_laamps.0301.opening
	desc = {
		desc = ep3_laamps.0301.desc
		first_valid = {
			triggered_desc = {
				trigger = { scope:new_liege ?= scope:actor }
				desc = ep3_laamps.0301.liege
			}
			triggered_desc = {
				trigger = { exists = scope:new_liege }
				desc = ep3_laamps.0301.fellow_vassal
			}
			desc = ep3_laamps.0300.independent
		}
	}
	sender = scope:actor

	trigger = {
		has_ep3_dlc_trigger = yes
	}

	immediate = {
		show_as_tooltip = { negotiate_settlement_interaction_effect = yes }
		if = {
			limit = {
				is_independent_ruler = no
				scope:recipient.liege != scope:actor
			}
			hidden_effect = {
				liege = {
					send_interface_message = {
						type = event_landless_adventurer_neutral
						title = ep3_laamps.0301.liege_message.title
						left_icon = scope:actor
						right_icon = scope:recipient
						show_as_tooltip = { negotiate_settlement_interaction_effect = yes }
					}
				}
			}
		}
	}
 	
	option = {
		name = ep3_laamps.0301.a
		trigger = { scope:new_liege ?= scope:actor }
	}

	option = {
		name = ep3_laamps.0301.b
		trigger = {
			exists = scope:new_liege
			NOT = { scope:new_liege ?= scope:actor }
		}
	}

	option = {
		name = ep3_laamps.0301.c
		trigger = {
			NOT = { exists = scope:new_liege }
		}
	}
}

ep3_laamps.0302 = {
	type = letter_event
	opening = ep3_laamps.0302.opening
	desc = ep3_laamps.0302.desc
	sender = scope:actor

	trigger = {
		has_ep3_dlc_trigger = yes
	}

	option = {
		name = ep3_laamps.0302.a
	}
}

##################################################
# Become Landed - Seize Realm
# by Joe Parkin
# 0401-0412
##################################################

### SUCCESS
ep3_laamps.0401 = {
	type = character_event
	title = ep3_laamps.0401.t
	desc = {
		desc = ep3_laamps.0401.desc
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:imprison  }
				desc = ep3_laamps.0401.imprison
			}
			triggered_desc = {
				trigger = { exists = scope:death }
				desc = ep3_laamps.0401.death
			}
			desc = ep3_laamps.0401.outro
		}
	}
	theme = claim_throne_scheme
	override_background = { reference = throne_room_scope }
	left_portrait = {
		character = root
		animation = marshal
	}
	right_portrait = {
		character = scope:target
		animation = prisonhouse
		override_imprisonment_visuals = yes
	}

	trigger = { exists = scope:scheme_successful }

	immediate = {
		scope:target = { trigger_event = ep3_laamps.0410 }
		seize_realm_scheme_success_effect = yes
	}

	option = { 
		name = ep3_laamps.0401.a
	}

	after = {
		
	}
}

### FAILURE
ep3_laamps.0402 = {
	type = character_event
	title = ep3_laamps.0402.t
	desc = {
		desc = ep3_laamps.0402.desc
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:imprison }
				desc = ep3_laamps.0402.imprison
			}
			triggered_desc = {
				trigger = { exists = scope:death }
				desc = ep3_laamps.0402.death
			}
			desc = ep3_laamps.0402.outro
		}
	}
	theme = claim_throne_scheme
	override_background = {
		trigger = { exists = scope:imprison }
		reference = dungeon_scope
	}
	override_background = {
		trigger = { exists = scope:death }
		reference = throne_room_scope
	}
	override_background = {
		trigger = {
			NOR = {
				exists = scope:imprison
				exists = scope:death
			}
		}
		reference = army_camp
	}
	left_portrait = {
		character = root
		triggered_animation = {
			trigger = { exists = scope:imprison }
			animation = prisonhouse
		}
		triggered_animation = {
			trigger = { exists = scope:death }
			animation = loss_1
		}
		triggered_animation = {
			trigger = {
				NOR = {
					exists = scope:imprison
					exists = scope:death
				}
			}
			animation = stress
		}
		override_imprisonment_visuals = yes
		outfit_tags = { prison }
	}
	right_portrait = {
		character = scope:target
		animation = war_over_win
		trigger = {
			OR = {
				exists = scope:imprison
				exists = scope:death
			}
		}
	}
	lower_right_portrait = {
		character = scope:target
		trigger = {
			NOR = {
				exists = scope:imprison
				exists = scope:death
			}
		}
	}

	trigger = {
		NOT = { exists = scope:scheme_successful }
	}

	immediate = {
		scope:target = { trigger_event = ep3_laamps.0411 }
		seize_realm_scheme_failure_effect = yes
	}

	option = {
		name = ep3_laamps.0402.a
		trigger = {
			NOR = {
				exists = scope:imprison
				exists = scope:death
			}
		}
		stress_impact = {
			base = medium_stress_impact_gain
			ambitious = medium_stress_impact_gain
			arrogant = minor_stress_impact_gain
			diligent = minor_stress_impact_gain
			impatient = minor_stress_impact_gain
			stubborn = minor_stress_impact_gain
			lazy = minor_stress_impact_loss
			craven = minor_stress_impact_loss
			honest = minor_stress_impact_loss
		}
	}

	option = {
		name = ep3_laamps.0402.b
		trigger = { exists = scope:imprison }
		stress_impact = {
			base = medium_stress_impact_gain
			ambitious = medium_stress_impact_gain
			arrogant = minor_stress_impact_gain
			diligent = minor_stress_impact_gain
			impatient = minor_stress_impact_gain
			stubborn = minor_stress_impact_gain
			lazy = minor_stress_impact_loss
			craven = minor_stress_impact_loss
			honest = minor_stress_impact_loss
		}
	}

	option = {
		name = ep3_laamps.0402.c
		trigger = { exists = scope:death }
	}
}

### SUCCESS - TARGET
ep3_laamps.0410 = {
	type = character_event
	title = ep3_laamps.0410.t
	desc = {
		desc = ep3_laamps.0410.desc
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:death }
				desc = ep3_laamps.0410.death
			}
			triggered_desc = {
				trigger = { exists = scope:imprison }
				desc = ep3_laamps.0410.imprison
			}
			desc = ep3_laamps.0410.outro
		}
	}
	theme = claim_throne_scheme
	override_background = {
		trigger = { exists = scope:imprison }
		reference = dungeon_scope
	}
	override_background = {
		trigger = { NOT = { exists = scope:imprison } }
		reference = throne_room_scope
	}

	left_portrait = {
		character = scope:owner
		animation = war_over_win
	}
	right_portrait = {
		character = scope:target
		animation = fear
		override_imprisonment_visuals = yes
		trigger = {
			OR = {
				exists = scope:imprison
				exists = scope:death
			}
		}
	}
	lower_right_portrait = {
		character = scope:target
		trigger = {
			NOR = {
				exists = scope:imprison
				exists = scope:death
			}
		}
	}

	immediate = {
		show_as_tooltip = { seize_realm_scheme_success_effect = yes }
	}

	option = {
		name = ep3_laamps.0410.a
		trigger = { exists = scope:imprison }
	}

	option = {
		name = ep3_laamps.0410.b
		trigger = { exists = scope:death }
	}

	option = {
		name = ep3_laamps.0410.c
		trigger = {
			NOR = {
				exists = scope:imprison
				exists = scope:death
			}
		}
	}
}

### FAILURE - TARGET
ep3_laamps.0411 = {
	type = character_event
	title = ep3_laamps.0411.t
	desc = {
		desc = ep3_laamps.0411.desc
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:imprison }
				desc = ep3_laamps.0411.imprison
			}
			desc = ep3_laamps.0411.outro
		}
	}
	theme = claim_throne_scheme
	override_background = {
		trigger = { exists = scope:imprison }
		reference = dungeon_scope
	}
	override_background = {
		trigger = { NOT = { exists = scope:imprison } }
		reference = throne_room_scope
	}
	left_portrait = {
		character = scope:target
		animation = war_over_win
	}
	right_portrait = {
		character = scope:owner
		animation = fear
		override_imprisonment_visuals = yes
		trigger = {
			OR = {
				exists = scope:imprison
				exists = scope:death
			}
		}
	}
	lower_right_portrait = {
		character = scope:owner
		trigger = {
			NOR = {
				exists = scope:imprison
				exists = scope:death
			}
		}
	}

	immediate = {
		show_as_tooltip = { seize_realm_scheme_failure_effect = yes }
	}

	option = {
		name = ep3_laamps.0411.a
		trigger = { exists = scope:imprison }
	}

	option = {
		name = ep3_laamps.0411.b
		trigger = { exists = scope:death }
	}

	option = {
		name = ep3_laamps.0411.c
		trigger = {
			NOR = {
				exists = scope:imprison
				exists = scope:death
			}
		}
	}
}

##################################################
# Become Landed - Maintenance
# by Joe Parkin
# 0800
##################################################

scripted_trigger grantable_close_family_trigger = {
	is_adult = yes
	is_playable_character = no
	is_ai = yes
	house = scope:adventurer.house
	is_imprisoned = no
	trigger_if = {
		limit = { is_clergy = yes }
		faith = { has_doctrine_parameter = theocracy_temple_ownership }
	}
	NOR = {
		has_trait = incapable
		has_trait = devoted
		has_trait = order_member
		this = scope:adventurer
		this = scope:adventurer.player_heir
		is_spouse_of = scope:adventurer
		scope:alt_1 ?= this
		scope:alt_2 ?= this
		scope:alt_3 ?= this
		scope:previous_holder ?= this
	}
}

scripted_trigger grantable_claimant_trigger = {
	is_adult = yes
	is_playable_character = no
	is_ai = yes
	is_imprisoned = no
	trigger_if = {
		limit = { is_clergy = yes }
		faith = { has_doctrine_parameter = theocracy_temple_ownership }
	}
	NOR = {
		has_trait = incapable
		has_trait = devoted
		has_trait = order_member
		this = scope:adventurer
		is_spouse_of = scope:adventurer
		is_close_family_of = scope:adventurer
		scope:alt_1 ?= this
		scope:alt_2 ?= this
		scope:alt_3 ?= this
		scope:previous_holder ?= this
	}
}

scripted_trigger grantable_gender_preference_trigger = {
	trigger_if = {
		limit = { is_male = yes }
		scope:adventurer = {
			OR = {
				has_realm_law = male_only_law
				has_realm_law = male_preference_law
			}
		}
	}
	trigger_else_if = {
		limit = { is_female = yes }
		scope:adventurer = {
			OR = {
				has_realm_law = female_only_law
				has_realm_law = female_preference_law
			}
		}
	}
	trigger_else = { always = yes }
}

scripted_effect grant_land_to_beneficiary_effect = {
	save_scope_as = beneficiary
	if = {
		limit = { is_close_family_of = scope:adventurer }
		add_opinion = {
			target = scope:adventurer
			modifier = renounced_land_to_me_opinion
			opinion = 25
		}
		every_in_list = {
			list = family_list
			limit = {
				NOT = { this = scope:beneficiary }
			}
			if = {
				limit = {
					has_strong_claim_on = scope:new_title
					NOT = {
						scope:beneficiary = { has_strong_claim_on = scope:new_title }
					}
				}
				add_opinion = {
					target = scope:adventurer
					modifier = renounced_land_to_weaker_claim_opinion
					opinion = -30
				}
			}
			else = {
				add_opinion = {
					target = scope:adventurer
					modifier = renounced_land_to_other_opinion
					opinion = -15
				}
			}
		}
	}
	else = {
		add_opinion = {
			target = scope:adventurer
			modifier = renounced_land_to_me_opinion
			opinion = 50
		}
		if = {
			limit = { scope:beneficiary.house != scope:adventurer.house }
			every_in_list = {
				list = family_list
				add_opinion = {
					target = scope:adventurer
					modifier = renounced_land_outside_family_opinion
					opinion = -50
				}
			}
		}
		every_in_list = {
			list = claimant_list
			limit = {
				NOT = { this = scope:beneficiary }
			}
			if = {
				limit = {
					has_strong_claim_on = scope:new_title
					NOT = {
						scope:beneficiary = { has_strong_claim_on = scope:new_title }
					}
				}
				add_opinion = {
					target = root
					modifier = renounced_land_to_weaker_claim_opinion
					opinion = -50
				}
			}
			else = {
				add_opinion = {
					target = root
					modifier = renounced_land_to_other_opinion
					opinion = -25
				}
			}
		}
	}
	send_interface_message = {
		type = msg_titles_renounced_to_me
		title = adventurer_titles_renounced_title
		desc = adventurer_titles_renounced_to_me_desc
		left_icon = scope:adventurer
		scope:adventurer = {
			send_interface_message = {
				type = msg_titles_renounced_by_me
				title = adventurer_titles_renounced_title
				desc = adventurer_titles_renounced_by_me_desc
				left_icon = scope:beneficiary
				create_title_and_vassal_change = {
					type = granted
					save_scope_as = change
					add_claim_on_loss = no
				}
				scope:new_capital = {
					change_title_holder_include_vassals = {
						holder = scope:beneficiary
						change = scope:change
						take_baronies = no
					}
				}
				hidden_effect = {
					scope:beneficiary = {
						becomes_independent = { change = scope:change }
					}
				}
				every_held_title = {
					limit = {
						NOT = { has_variable = adventurer_creation_reason }
						is_noble_family_title = no
						is_landless_type_title = no
						NOT = { this = scope:new_capital }
					}
					if = {
						limit = { tier >= scope:new_title.tier }
						change_title_holder_include_vassals = {
							holder = scope:beneficiary
							change = scope:change
							take_baronies = no
						}
					}
					else = {
						hidden_effect = {
							change_title_holder_include_vassals = {
								holder = scope:beneficiary
								change = scope:change
								take_baronies = no
							}
						}
					}
				}
			}
		}
		resolve_title_and_vassal_change = scope:change
	}
	scope:adventurer = { custom_tooltip = ep3_laamps.0800.claim.tt }
}

scripted_effect transfer_crusader_king_trait_effect = {
	if = {
		limit = {
			has_character_flag = laamp_is_crusader_king
			has_trait = crusader_king
		}
		remove_trait = crusader_king
		$BENEFICIARY$ = { add_trait = crusader_king }
	}
}

ep3_laamps.0800 = { # Player adventurer has gained a landed title
	type = character_event
	title = ep3_laamps.0800.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:transfer_type = flag:inheritance }
				desc = ep3_laamps.0800.inherited
			}
			triggered_desc = {
				trigger = { scope:transfer_type = flag:abdication }
				desc = ep3_laamps.0800.abdication
			}
			triggered_desc = {
				trigger = { scope:transfer_type = flag:granted }
				desc = ep3_laamps.0800.granted
			}
			triggered_desc = {
				trigger = { scope:transfer_type = flag:election }
				desc = ep3_laamps.0800.election
			}
			triggered_desc = {
				trigger = { scope:transfer_type = flag:faction_demand }
				desc = ep3_laamps.0800.faction
			}
			triggered_desc = {
				trigger = { scope:transfer_type = flag:conquest_claim }
				desc = ep3_laamps.0800.claim_war
			}
			triggered_desc = {
				trigger = { scope:transfer_type = flag:conquest_holy_war }
				desc = ep3_laamps.0800.holy_war
			}
			desc = ep3_laamps.0800.conquest
		}
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:new_liege }
				desc = ep3_laamps.0800.vassal
			}
			desc = ep3_laamps.0800.independent
		}
		desc = ep3_laamps.0800.desc
	}
	theme = realm
	left_portrait = {
		character = scope:adventurer
		animation = war_over_win
	}
	lower_left_portrait = scope:alt_1
	lower_center_portrait = scope:alt_2
	lower_right_portrait = scope:portrait_scope
	cooldown = { days = 1 } # Do not change this
	orphan = yes

	trigger = {
		has_ep3_dlc_trigger = yes
		is_landed = yes
		government_has_flag = government_is_landless_adventurer
		NOT = { has_variable = became_landed_through_separatist_uprising_var } # It feels repetitive to get this event after choosing to become landed
		#EK DISABLED
		#NOT = { #Used in the New England event chain
		#	has_character_flag = siward_flag
		#}
	}

	immediate = {
		save_scope_as = adventurer
		# SAVE LANDED TITLES
		every_held_title = {
			limit = {
				tier >= tier_county
				NOR = {
					has_variable = adventurer_creation_reason
					is_landless_type_title = yes
				}
			}
			add_to_list = landed_titles
		}
		# SAVE TITLES
		ordered_in_list = {
			list = landed_titles
			order_by = tier
			save_scope_as = new_title
			save_scope_as = target
			previous_holder ?= { save_scope_as = previous_holder }
		}
		capital_county = { save_scope_as = new_capital }
		every_in_list = {
			list = landed_titles
			limit = { tier = scope:new_title.tier }
			save_scope_as = tooltip_title
			show_as_tooltip = {
				scope:adventurer = { get_title = scope:tooltip_title }
			}
		}
		# SAVE LIEGE IF RELEVANT
		if = {
			limit = { is_independent_ruler = no }
			liege = { save_scope_as = new_liege }
		}
		# FIND RELATIVES TO GRANT TO
		hidden_effect = {
			if = {
				limit = {
					any_close_family_member = { grantable_close_family_trigger = yes }
				}
				while = {
					count = 3
					random_close_family_member = {
						limit = {
							grantable_close_family_trigger = yes
							OR = {
								has_relation_friend = scope:adventurer
								has_relation_lover = scope:adventurer
							}
							grantable_gender_preference_trigger = yes
						}
						alternative_limit = {
							grantable_close_family_trigger = yes
							has_strong_claim_on = scope:new_title
							grantable_gender_preference_trigger = yes
						}
						alternative_limit = {
							grantable_close_family_trigger = yes
							OR = {
								has_relation_friend = scope:adventurer
								has_relation_lover = scope:adventurer
							}
						}
						alternative_limit = {
							grantable_close_family_trigger = yes
							has_strong_claim_on = scope:new_title
						}
						alternative_limit = {
							grantable_close_family_trigger = yes
							grantable_gender_preference_trigger = yes
						}
						alternative_limit = { grantable_close_family_trigger = yes }
						weight = {
							base = 1
							modifier = {
								is_child_of = scope:adventurer
								add = 10
							}
							modifier = {
								is_sibling_of = scope:adventurer
								add = 5
							}
						}
						if = {
							limit = { NOT = { exists = scope:alt_1 } }
							save_scope_as = alt_1
						}
						else_if = {
							limit = { NOT = { exists = scope:alt_2 } }
							save_scope_as = alt_2
						}
						else_if = {
							limit = { NOT = { exists = scope:alt_3 } }
							save_scope_as = alt_3
						}
						add_to_list = family_list
					}
				}
			}
			### FIND CLAIMANTS TO GRANT TO
			if = {
				limit = {
					NOT = { exists = scope:alt_3 }
				}
				scope:new_title = {
					while = {
						count = 3
						random_claimant = {
							limit = {
								grantable_claimant_trigger = yes
								OR = {
									has_relation_friend = scope:adventurer
									has_relation_lover = scope:adventurer
									is_extended_family_of = scope:adventurer
								}
								grantable_gender_preference_trigger = yes
							}
							alternative_limit = {
								grantable_claimant_trigger = yes
								has_strong_claim_on = scope:new_title
								grantable_gender_preference_trigger = yes
							}
							alternative_limit = {
								grantable_claimant_trigger = yes
								OR = {
									has_relation_friend = scope:adventurer
									has_relation_lover = scope:adventurer
									is_extended_family_of = scope:adventurer
								}
							}
							alternative_limit = {
								grantable_claimant_trigger = yes
								has_strong_claim_on = scope:new_title
								grantable_gender_preference_trigger = yes
							}
							alternative_limit = {
								grantable_claimant_trigger = yes
								grantable_gender_preference_trigger = yes
							}
							alternative_limit = { grantable_claimant_trigger = yes }
							if = {
								limit = { NOT = { exists = scope:alt_1 } }
								save_scope_as = alt_1
							}
							else_if = {
								limit = { NOT = { exists = scope:alt_2 } }
								save_scope_as = alt_2
							}
							else_if = {
								limit = { NOT = { exists = scope:alt_3 } }
								save_scope_as = alt_3
							}
							add_to_list = claimant_list
						}
					}
				}
			}
		}
		# Portrait scopes
		if = {
			limit = {
				exists = scope:new_liege
				NOT = { exists = scope:alt_3 }
			}
			scope:new_liege = { save_scope_as = portrait_scope }
		}
		else = {
			scope:alt_3 ?= { save_scope_as = portrait_scope }
		}
	}
 	
	option = { # Become Landed
		name = ep3_laamps.0800.a
		if = {
			limit = {
				NOT = { has_trait = adventurer }
			}
			add_trait = adventurer
		}
		hidden_effect = {
			every_courtier = {
				set_variable = {
					name = former_camp_leader
					value = root
				}
				add_trait = adventurer_follower
			}
		}
		ep3_become_landed_transfer_effect = {
			TITLE_RECEIVER = root
			TITLE_LIST = landed_titles
			TYPE = granted
			REASON = flag:granted
		}
		if = {
			limit = {
				has_character_modifier = ep3_lust_for_land_modifier
			}
			remove_character_modifier = ep3_lust_for_land_modifier
		}
	}
	option = { # Give to 1
		name = {
			text = ep3_laamps.0800.b
			trigger = { scope:alt_1 = { is_close_family_of = scope:adventurer } }
		}
		name = {
			text = ep3_laamps.0800.b.claimant
			trigger = { NOT = { scope:alt_1 = { is_close_family_of = scope:adventurer } } }
		}
		trigger = { exists = scope:alt_1 }
		scope:alt_1 = { grant_land_to_beneficiary_effect = yes }
		transfer_crusader_king_trait_effect = { BENEFICIARY = scope:alt_1 }
	}
	option = { # Give to 2
		name = {
			text = ep3_laamps.0800.c
			trigger = { scope:alt_2 = { is_close_family_of = scope:adventurer } }
		}
		name = {
			text = ep3_laamps.0800.c.claimant
			trigger = { NOT = { scope:alt_2 = { is_close_family_of = scope:adventurer } } }
		}
		trigger = { exists = scope:alt_2 }
		scope:alt_2 = { grant_land_to_beneficiary_effect = yes }
		transfer_crusader_king_trait_effect = { BENEFICIARY = scope:alt_2 }
	}
	option = { # Give to 3
		name = {
			text = ep3_laamps.0800.d
			trigger = { scope:alt_3 = { is_close_family_of = scope:adventurer } }
		}
		name = {
			text = ep3_laamps.0800.d.claimant
			trigger = { NOT = { scope:alt_3 = { is_close_family_of = scope:adventurer } } }
		}
		trigger = { exists = scope:alt_3 }
		scope:alt_3 = { grant_land_to_beneficiary_effect = yes }
		transfer_crusader_king_trait_effect = { BENEFICIARY = scope:alt_3 }
	}
	option = { # Give to liege/random dude
		name = {
			text = ep3_laamps.0800.e.liege
			trigger = { exists = scope:new_liege }
		}
		name = {
			text = ep3_laamps.0800.e
			trigger = { NOT = { exists = scope:new_liege } }
		}
		trigger = {
			OR = {
				NOT = { exists = scope:alt_1 }
				exists = scope:new_liege
			}
		}
		if = {
			limit = { exists = scope:new_liege }
			scope:new_liege = { grant_land_to_beneficiary_effect = yes }
			transfer_crusader_king_trait_effect = { BENEFICIARY = scope:new_liege }
		}
		else = {
			hidden_effect_new_object = {
				create_character = {
					template = laamp_inheritor_template
					culture = scope:new_capital.culture
					faith = scope:new_capital.faith
					dynasty = generate
					location = scope:new_capital.title_province
					after_creation = { save_scope_as = land_grantee }
				}
				scope:land_grantee = { grant_land_to_beneficiary_effect = yes }
			}
			custom_tooltip = become_landless_adventurer_decision_title_created_tt
		}
		transfer_crusader_king_trait_effect = { BENEFICIARY = scope:land_grantee }
	}

	after = { remove_character_flag = laamp_is_crusader_king }
}

##################################################
# The Roads We Walk
# by Ewan Cowhig Croft
# 1001 - 1010
##################################################

scripted_effect ep3_laamps_1001_pick_best_skill_effect = {
	if = {
		limit = {
			NOT = { exists = scope:pick_$PICK$ }
			calc_true_if = {
				amount >= $POSITION$
				$SKILL_1$ >= $SKILL_2$
				$SKILL_1$ >= $SKILL_3$
				$SKILL_1$ >= $SKILL_4$
				$SKILL_1$ >= $SKILL_5$
				$SKILL_1$ >= $SKILL_6$
			}
		}
		save_scope_value_as = {
			name = $SKILL_1$_char
			value = yes
		}
		save_scope_value_as = {
			name = pick_$PICK$
			value = flag:$SKILL_1$
		}
	}
}

scripted_effect ep3_laamps_1001_pick_best_skill_wrapper_effect = {
	# Diplomacy.
	if = {
		limit = {
			NOR = {
				exists = scope:diplomacy_char
				scope:pick_1 ?= flag:diplomacy
				scope:pick_2 ?= flag:diplomacy
				scope:pick_3 ?= flag:diplomacy
			}
		}
		ep3_laamps_1001_pick_best_skill_effect = {
			SKILL_1 = diplomacy
			POSITION = $POSITION$
			SKILL_2 = martial
			SKILL_3 = stewardship
			SKILL_4 = intrigue
			SKILL_5 = learning
			SKILL_6 = prowess
			PICK = $PICK$
		}
	}
	# Martial.
	if = {
		limit = {
			NOR = {
				exists = scope:martial_char
				scope:pick_1 ?= flag:martial
				scope:pick_2 ?= flag:martial
				scope:pick_3 ?= flag:martial
			}
		}
		ep3_laamps_1001_pick_best_skill_effect = {
			SKILL_1 = martial
			POSITION = $POSITION$
			SKILL_2 = diplomacy
			SKILL_3 = stewardship
			SKILL_4 = intrigue
			SKILL_5 = learning
			SKILL_6 = prowess
			PICK = $PICK$
		}
	}
	# Stewardship.
	if = {
		limit = {
			NOR = {
				exists = scope:stewardship_char
				scope:pick_1 ?= flag:stewardship
				scope:pick_2 ?= flag:stewardship
				scope:pick_3 ?= flag:stewardship
			}
		}
		ep3_laamps_1001_pick_best_skill_effect = {
			SKILL_1 = stewardship
			POSITION = $POSITION$
			SKILL_2 = diplomacy
			SKILL_3 = martial
			SKILL_4 = intrigue
			SKILL_5 = learning
			SKILL_6 = prowess
			PICK = $PICK$
		}
	}
	# Intrigue.
	if = {
		limit = {
			NOR = {
				exists = scope:intrigue_char
				scope:pick_1 ?= flag:intrigue
				scope:pick_2 ?= flag:intrigue
				scope:pick_3 ?= flag:intrigue
			}
		}
		ep3_laamps_1001_pick_best_skill_effect = {
			SKILL_1 = intrigue
			POSITION = $POSITION$
			SKILL_2 = diplomacy
			SKILL_3 = martial
			SKILL_4 = stewardship
			SKILL_5 = learning
			SKILL_6 = prowess
			PICK = $PICK$
		}
	}
	# Learning.
	if = {
		limit = {
			NOR = {
				exists = scope:learning_char
				scope:pick_1 ?= flag:learning
				scope:pick_2 ?= flag:learning
				scope:pick_3 ?= flag:learning
			}
		}
		ep3_laamps_1001_pick_best_skill_effect = {
			SKILL_1 = learning
			POSITION = $POSITION$
			SKILL_2 = diplomacy
			SKILL_3 = martial
			SKILL_4 = stewardship
			SKILL_5 = intrigue
			SKILL_6 = prowess
			PICK = $PICK$
		}
	}
	# Prowess.
	if = {
		limit = {
			NOR = {
				exists = scope:prowess_char
				scope:pick_1 ?= flag:prowess
				scope:pick_2 ?= flag:prowess
				scope:pick_3 ?= flag:prowess
			}
		}
		ep3_laamps_1001_pick_best_skill_effect = {
			SKILL_1 = prowess
			POSITION = $POSITION$
			SKILL_2 = diplomacy
			SKILL_3 = martial
			SKILL_4 = stewardship
			SKILL_5 = intrigue
			SKILL_6 = learning
			PICK = $PICK$
		}
	}
}

scripted_effect ep3_laamps_1001_generate_diplomacy_char_effect = {
	create_character = {
		template = pool_repopulate_diplomacy
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = diplomacy_1
		diplomacy = {
			min_template_high_skill
			max_template_high_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_diplomacy
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = diplomacy_2
		diplomacy = {
			min_template_high_skill
			max_template_high_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}
scripted_effect ep3_laamps_1001_generate_martial_char_effect = {
	create_character = {
		template = pool_repopulate_martial
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = martial_1
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_high_skill
			max_template_high_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_martial
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = martial_2
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_high_skill
			max_template_high_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}
scripted_effect ep3_laamps_1001_generate_stewardship_char_effect = {
	create_character = {
		template = pool_repopulate_stewardship
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = stewardship_1
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_high_skill
			max_template_high_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_stewardship
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = stewardship_2
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_high_skill
			max_template_high_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}
scripted_effect ep3_laamps_1001_generate_intrigue_char_effect = {
	create_character = {
		template = pool_repopulate_intrigue
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = intrigue_1
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_high_skill
			max_template_high_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_intrigue
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = intrigue_2
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_high_skill
			max_template_high_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}
scripted_effect ep3_laamps_1001_generate_learning_char_effect = {
	create_character = {
		template = pool_repopulate_learning
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = learning_1
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_high_skill
			max_template_high_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_learning
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = learning_2
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_high_skill
			max_template_high_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}
scripted_effect ep3_laamps_1001_generate_prowess_char_effect = {
	create_character = {
		template = pool_repopulate_prowess
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = prowess_1
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_high_skill
			max_template_high_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_prowess
		dynasty = none
		culture = root.location.culture
		faith = root.location.faith
		location = root.location
		save_scope_as = prowess_2
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_high_skill
			max_template_high_skill
		}
		# EK EDIT
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}

scripted_effect ep3_laamps_1001_boost_courtier_opinion_effect = {
	hidden_effect = {
		# Improve their opinion of us.
		reverse_add_opinion = {
			target = scope:$SKILL$_1
			modifier = respect_opinion
			opinion = 100
		}
		reverse_add_opinion = {
			target = scope:$SKILL$_2
			modifier = respect_opinion
			opinion = 100
		}
		# And, just in case, make sure we like them.
		add_opinion = {
			target = scope:$SKILL$_1
			modifier = respect_opinion
			opinion = 100
		}
		add_opinion = {
			target = scope:$SKILL$_2
			modifier = respect_opinion
			opinion = 100
		}
	}
}

scripted_effect ep3_laamps_1001_add_courtiers_effect = {
	# Nab our dudes.
	add_courtier = scope:$SKILL$_1
	add_courtier = scope:$SKILL$_2
}

scripted_trigger ep3_laamps_1001_basic_trigger = {
	NOR = {
		has_character_flag = special_laamp_char
		has_character_flag = got_starting_courtiers
	}
	# In case you become a laamp then immediately become landed again.
	is_landless_adventurer = yes
}

#	We generate some starting courtiers for you so that you don't get irredeemably screwed at a basic laamp. # EK NOTE: if this event is changed by a later update, apply the same changes to ek3_laamps.1984 at the end of the file, which is an EK event
ep3_laamps.1001 = {
	type = character_event
	title = ep3_laamps.1001.t
	desc = {
		desc = ep3_laamps.1001.desc.intro
		first_valid = {
			triggered_desc = {
				trigger = { has_trait = blind }
				desc = ep3_laamps.1001.desc.blind
			}
			desc = ep3_laamps.1001.desc.at_least_one_working_eye
		}
	}
	theme = friendly
	left_portrait = {
		character = root
		animation = personality_rational
	}
	override_background = { reference = wilderness }

	trigger = {
		ep3_laamps_1001_basic_trigger = yes
		# Must be on land or else we don't know where to take our locals from.
		exists = location.county
	}

	on_trigger_fail = {
		if = {
			limit = { ep3_laamps_1001_basic_trigger = yes }
			trigger_event = {
				id = ep3_laamps.1001
				months = { 1 3 }
			}
		}
	}

	cooldown = { years = 20 }

	immediate = {
		# Alright, let's grab our best skills — we care about prowess so we need to do this the manual way.
		## First best.
		ep3_laamps_1001_pick_best_skill_wrapper_effect = { POSITION = 5 PICK = 1 }
		## Second best.
		ep3_laamps_1001_pick_best_skill_wrapper_effect = { POSITION = 4 PICK = 2 }
		## Third best.
		ep3_laamps_1001_pick_best_skill_wrapper_effect = { POSITION = 3 PICK = 3 }
		# Cool, now if we're the player, we generate our characters straight away so that we can display them in tooltips.
		if = {
			limit = { is_ai = no }
			if = {
				limit = { exists = scope:diplomacy_char }
				ep3_laamps_1001_generate_diplomacy_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = diplomacy }
			}
			if = {
				limit = { exists = scope:martial_char }
				ep3_laamps_1001_generate_martial_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = martial }
			}
			if = {
				limit = { exists = scope:stewardship_char }
				ep3_laamps_1001_generate_stewardship_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = stewardship }
			}
			if = {
				limit = { exists = scope:intrigue_char }
				ep3_laamps_1001_generate_intrigue_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = intrigue }
			}
			if = {
				limit = { exists = scope:learning_char }
				ep3_laamps_1001_generate_learning_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = learning }
			}
			if = {
				limit = { exists = scope:prowess_char }
				ep3_laamps_1001_generate_prowess_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = prowess }
			}
		}
		add_character_flag = got_starting_courtiers
		# Plus, nicknamify as many as we can.
		hidden_effect = {
			every_in_list = {
				list = spawned_chars_list
				assign_random_nickname_effect = yes
			}
		}
	}

	# Diplomacy.
	option = {
		name = ep3_laamps.1001.a
		trigger = { exists = scope:diplomacy_char }
		skill = diplomacy

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.a.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = diplomacy }
		}
		# For the AI, generate their characters here.
		else = {
			ep3_laamps_1001_generate_diplomacy_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = diplomacy }
			ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = diplomacy }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				highest_skill = diplomacy
				diplomacy >= prowess
			}
		}
	}
	
	# Martial.
	option = {
		name = ep3_laamps.1001.b
		trigger = { exists = scope:martial_char }
		skill = martial

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.b.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = martial }
		}
		# For the AI, generate their characters here.
		else = {
			ep3_laamps_1001_generate_martial_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = martial }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				highest_skill = martial
				martial >= prowess
			}
			modifier = {
				add = 150
				culture = {
					has_cultural_parameter = much_more_likely_to_be_laamps
				}
			}
			modifier = {
				add = 50
				culture = {
					has_cultural_parameter = more_likely_to_be_laamps
				}
			}
		}
	}
	
	# Stewardship.
	option = {
		name = ep3_laamps.1001.c
		trigger = { exists = scope:stewardship_char }
		skill = stewardship

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.c.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = stewardship }
		}
		# For the AI, generate their characters here.
		else = {
			ep3_laamps_1001_generate_stewardship_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = stewardship }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				highest_skill = stewardship
				stewardship >= prowess
			}
		}
	}
	
	# Intrigue.
	option = {
		name = ep3_laamps.1001.d
		trigger = { exists = scope:intrigue_char }
		skill = intrigue

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.d.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = intrigue }
		}
		# For the AI, generate their characters here.
		else = {
			ep3_laamps_1001_generate_intrigue_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = intrigue }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				highest_skill = intrigue
				intrigue >= prowess
			}
		}
	}
	
	# Learning.
	option = {
		name = ep3_laamps.1001.e
		trigger = { exists = scope:learning_char }
		skill = learning

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.e.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = learning }
		}
		# For the AI, generate their characters here.
		else = {
			ep3_laamps_1001_generate_learning_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = learning }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				highest_skill = learning
				learning >= prowess
			}
		}
	}
	
	# Prowess.
	option = {
		name = ep3_laamps.1001.f
		trigger = { exists = scope:prowess_char }
		skill = prowess

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.f.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = prowess }
		}
		# For the AI, generate their characters here.
		else = {
			ep3_laamps_1001_generate_prowess_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = prowess }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				prowess >= diplomacy
				prowess >= martial
				prowess >= stewardship
				prowess >= intrigue
				prowess >= learning
			}
			modifier = {
				add = 150
				culture = {
					has_cultural_parameter = much_more_likely_to_be_laamps
				}
			}
			modifier = {
				add = 50
				culture = {
					has_cultural_parameter = more_likely_to_be_laamps
				}
			}
		}
	}
	
	# Larry Loner of the Clan McNoMates.
	option = {
		name = ep3_laamps.1001.g

		if = {
			limit = {
				any_courtier = { count <= 0 }
			}
			custom_tooltip = ep3_laamps.1001.g.tt.difficulty
		}
		else = { custom_tooltip = ep3_laamps.1001.g.tt.followers }

		# No stress for mechanical events.
		ai_chance = {
			# Player opt out.
			base = 0
		}
	}
}

# Error suppression for the history files.
ep3_laamps.1002 = {
	hidden = yes
	orphan = yes

	immediate = { set_variable = special_laamp_char }
}

##################################################
# Sworn by the Sword
# by Ewan Cowhig Croft
# 1011 - 1020
##################################################

#	You extract an oath of loyalty from one of your knights.
ep3_laamps.1011 = {
	type = character_event
	title = ep3_laamps.1011.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:tiles_misc }
				desc = ep3_laamps.1011.desc.four_plus_titles
			}
			triggered_desc = {
				trigger = { exists = scope:title_3 }
				desc = ep3_laamps.1011.desc.three_titles
			}
			triggered_desc = {
				trigger = { exists = scope:title_2 }
				desc = ep3_laamps.1011.desc.two_titles
			}
			triggered_desc = {
				trigger = { exists = scope:title_1 }
				desc = ep3_laamps.1011.desc.one_title
			}
		}
		desc = ep3_laamps.1011.desc.midtro
		first_valid = {
			triggered_desc = {
				trigger = { has_character_flag = has_sworn_sword_before }
				desc = ep3_laamps.1011.desc.prior_swords
			}
			desc = ep3_laamps.1011.desc.first_sword
		}
		desc = ep3_laamps.1011.desc.outro
	}
	theme = realm
	left_portrait = {
		character = scope:actor
		animation = personality_bold
	}
	right_portrait = {
		character = scope:recipient
		animation = throne_room_kneel_1
	}
	override_background = { reference = feast }

	immediate = {
		# Grab our random claims, as appropriate.
		if = {
			# We don't care about doing this for the robots.
			limit = { is_ai = no }
			ordered_claim = {
				limit = { tier >= tier_kingdom }
				order_by = {
					# Our basics.
					value = tier
					# If we once held them, boost them up the rankings.
					if = {
						limit = {
							any_past_holder = { this = root }
						}
						multiply = 10
					}
					# And if a relative holds them, boost those up too.
					else_if = {
						limit = {
							holder ?= { is_close_or_extended_family_of = root }
						}
						multiply = 5
					}
				}
				max = 4
				check_range_bounds = no
				# First title.
				if = {
					limit = {
						NOT = { exists = scope:title_1 }
					}
					save_scope_as = title_1
				}
				# Second title.
				else_if = {
					limit = {
						NOT = {
							this = scope:title_1
							exists = scope:title_2
						}
					}
					save_scope_as = title_2
				}
				# Third title.
				else_if = {
					limit = {
						NOT = {
							this = scope:title_1
							this = scope:title_2
							exists = scope:title_3
						}
					}
					save_scope_as = title_3
				}
				# Are there any other titles?
				else_if = {
					limit = {
						NOT = {
							this = scope:title_1
							this = scope:title_2
							this = scope:title_3
						}
					}
					save_scope_value_as = {
						name = tiles_misc
						value = yes
					}
				}
			}
		}
		# Add our hook.
		add_hook = {
			type = loyalty_hook
			target = scope:recipient
		}
		# And register that we've taken the event once before.
		add_character_flag = has_sworn_sword_before
	}

	# Mutual loyalty hook.
	option = {
		name = ep3_laamps.1011.a

		scope:recipient = {
			add_hook = {
				type = follower_oath_strong_hook
				target = scope:actor
			}
			add_opinion = {
				target = scope:actor
				modifier = trust_opinion
				opinion = 100
			}
		}

		stress_impact = {
			just = major_stress_impact_loss
			arbitrary = major_stress_impact_gain
		}
		ai_chance = {
			base = 1
			ai_value_modifier = { ai_honor = 2 }
		}
	}
	
	# One-way + weak hook.
	option = {
		name = ep3_laamps.1011.b

		scope:recipient = {
			add_hook = {
				type = follower_oath_hook
				target = scope:actor
			}
			add_opinion = {
				target = scope:actor
				modifier = respect_opinion
				opinion = 30
			}
		}

		ai_chance = {
			base = 1
			ai_value_modifier = { ai_rationality = 2 }
		}
	}
}

##################################################
# Camp Purpose Maintenance
# by Ewan Cowhig Croft
# 1021 - 1030
##################################################

#	Destroy any inappropriate buildings and upgrades.
ep3_laamps.1021 = {
	hidden = yes

	immediate = {
		if = {
			limit = {
				domicile = { 
					OR = {
						has_domicile_building = supply_tent_reserve_provisions
						has_domicile_construction = supply_tent_reserve_provisions
					}
				}
				NOT = { has_realm_law_flag = unlocks_supply_tent_reserve_provisions }
			}
			domicile = { remove_domicile_building = supply_tent_reserve_provisions }
		}
		if = {
			limit = {
				domicile = { 
					OR = {
						has_domicile_building = supply_tent_reserve_water
						has_domicile_construction = supply_tent_reserve_water
					}
				}
				NOT = { has_realm_law_flag = unlocks_supply_tent_reserve_water }
			}
			domicile = { remove_domicile_building = supply_tent_reserve_water }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = supply_tent_climbing_gear
						has_domicile_construction = supply_tent_climbing_gear
					}
				}
				NOT = { has_realm_law_flag = unlocks_supply_tent_climbing_gear }
			}
			domicile = { remove_domicile_building = supply_tent_climbing_gear }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = supply_tent_subdued_gear
						has_domicile_construction = supply_tent_subdued_gear
					}
				}
				NOT = { has_realm_law_flag = unlocks_supply_tent_subdued_gear }
			}
			domicile = { remove_domicile_building = supply_tent_subdued_gear }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = barber_tent_reference_corpus
						has_domicile_construction = barber_tent_reference_corpus
					}
				}
				NOT = { has_realm_law_flag = unlocks_barber_tent_reference_corpus }
			}
			domicile = { remove_domicile_building = barber_tent_reference_corpus }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = barber_tent_morticians_tools
						has_domicile_construction = barber_tent_morticians_tools
					}
				}
				NOT = { has_realm_law_flag = unlocks_barber_tent_morticians_tools }
			}
			domicile = { remove_domicile_building = barber_tent_morticians_tools }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = baggage_train_siege_engineers
						has_domicile_construction = baggage_train_siege_engineers
					}
				}
				NOT = { has_realm_law_flag = unlocks_baggage_train_siege_engineers }
			}
			domicile = { remove_domicile_building = baggage_train_siege_engineers }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = baggage_train_scribes
						has_domicile_construction = baggage_train_scribes
					}
				}
				NOT = { has_realm_law_flag = unlocks_baggage_train_scribes }
			}
			domicile = { remove_domicile_building = baggage_train_scribes }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = baggage_train_proof_of_claims
						has_domicile_construction = baggage_train_proof_of_claims
					}
				}
				NOT = { has_realm_law_flag = unlocks_baggage_train_proof_of_claims }
			}
			domicile = { remove_domicile_building = baggage_train_proof_of_claims }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = baggage_train_ransom_cages
						has_domicile_construction = baggage_train_ransom_cages
					}
				}
				NOT = { has_realm_law_flag = unlocks_baggage_train_ransom_cages }
			}
			domicile = { remove_domicile_building = baggage_train_ransom_cages }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = baggage_train_negotiators
						has_domicile_construction = baggage_train_negotiators
					}
				}
				NOT = { has_realm_law_flag = unlocks_baggage_train_negotiators }
			}
			domicile = { remove_domicile_building = baggage_train_negotiators }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = baggage_train_ascetics
						has_domicile_construction = baggage_train_ascetics
					}
				}
				NOT = { has_realm_law_flag = unlocks_baggage_train_ascetics }
			}
			domicile = { remove_domicile_building = baggage_train_ascetics }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = camp_fire_local_hangers_on
						has_domicile_construction = camp_fire_local_hangers_on
					}
				}
				NOT = { has_realm_law_flag = unlocks_camp_fire_local_hangers_on }
			}
			domicile = { remove_domicile_building = camp_fire_local_hangers_on }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = camp_fire_future_dreams
						has_domicile_construction = camp_fire_future_dreams
					}
				}
				NOT = { has_realm_law_flag = unlocks_camp_fire_future_dreams }
			}
			domicile = { remove_domicile_building = camp_fire_future_dreams }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = camp_fire_nightly_debates
						has_domicile_construction = camp_fire_nightly_debates
					}
				}
				NOT = { has_realm_law_flag = unlocks_camp_fire_nightly_debates }
			}
			domicile = { remove_domicile_building = camp_fire_nightly_debates }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = camp_fire_juicy_rumors
						has_domicile_construction = camp_fire_juicy_rumors
					}
				}
				NOT = { has_realm_law_flag = unlocks_camp_fire_juicy_rumors }
			}
			domicile = { remove_domicile_building = camp_fire_juicy_rumors }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = proving_grounds_lockwagon
						has_domicile_construction = proving_grounds_lockwagon
					}
				}
				NOT = { has_realm_law_flag = unlocks_proving_grounds_lockwagon }
			}
			domicile = { remove_domicile_building = proving_grounds_lockwagon }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = proving_grounds_martial_study
						has_domicile_construction = proving_grounds_martial_study
					}
				}
				NOT = { has_realm_law_flag = unlocks_proving_grounds_martial_study }
			}
			domicile = { remove_domicile_building = proving_grounds_martial_study }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = proving_grounds_the_stick_game
						has_domicile_construction = proving_grounds_the_stick_game
					}
				}
				NOT = { has_realm_law_flag = unlocks_proving_grounds_the_stick_game }
			}
			domicile = { remove_domicile_building = proving_grounds_the_stick_game }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = proving_grounds_bodyguard_drills
						has_domicile_construction = proving_grounds_bodyguard_drills
					}
				}
				NOT = { has_realm_law_flag = unlocks_proving_grounds_bodyguard_drills }
			}
			domicile = { remove_domicile_building = proving_grounds_bodyguard_drills }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = camp_perimeter_extra_watch
						has_domicile_construction = camp_perimeter_extra_watch
					}
				}
				NOT = { has_realm_law_flag = unlocks_camp_perimeter_extra_watch }
			}
			domicile = { remove_domicile_building = camp_perimeter_extra_watch }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = camp_perimeter_palisade
						has_domicile_construction = camp_perimeter_palisade
					}
				}
				NOT = { has_realm_law_flag = unlocks_camp_perimeter_palisade }
			}
			domicile = { remove_domicile_building = camp_perimeter_palisade }
		}
		if = {
			limit = {
				domicile = {
					OR = {
						has_domicile_building = camp_perimeter_ditch
						has_domicile_construction = camp_perimeter_ditch
					}
				}
				NOT = { has_realm_law_flag = unlocks_camp_perimeter_ditch }
			}
			domicile = { remove_domicile_building = camp_perimeter_ditch }
		}
	}
}

##################################################
# General LAAMP events
# by Nick Meredith
# 5000-5998
##################################################

# Poach for food
ep3_laamps.5000 = { 
	type = character_event
	title = ep3_laamps.5000.t
	desc = {
		desc = ep3_laamps.5000.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					domicile = {
						provisions < provisions_privation_threshold_low
					}	
				}
				desc = ep3_laamps.5000.provisionslow
			}
			desc = ep3_laamps.5000.provisionsok
		}
		desc = ep3_laamps.5000.ending
	}
	theme = landless_adventurer
	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:hunter
		animation = personality_rational
	}
	lower_center_portrait = {
		character = scope:local_lord
	}
	cooldown = { years = 10 }
	
	trigger = {
		#Standard checks
		has_ep3_dlc_trigger = yes
		is_landless_adventurer = yes
		is_available = yes
		
		#Ensure we have a hunter
		any_courtier = {
			can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
			age > 16
		}
		is_location_valid_for_travel_event_on_land = yes
		#Ensure we're in a place that's held by someone
		exists = location.county.holder

		is_vegetarian_trigger = no
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			factor = 2
			domicile = {
				provisions < provisions_privation_threshold_low
			}
		}
		modifier = {
			factor = 3
			location = {
				has_building_or_higher = royal_forest_01
			}
		}
		modifier = {
			factor = 1.5
			location = {
				has_holding = yes
			}
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
				age > 16
			}
			save_scope_as = hunter
		}
		location.county.holder = {
			save_scope_as = local_lord
		}
		location = {
			save_scope_as = location
		}
	}
	
	#Petition them for rights to hunt
	option = { 
		name = ep3_laamps.5000.a

		flavor = ep3_laamps.5000.a.tt

		duel = {
			target = scope:local_lord
			skill = diplomacy

			40 = { #They agree
				desc = ep3_laamps.5000.a.success

				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5

				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5000.a.success
					left_icon = root
					right_icon = scope:local_lord

					domicile ?= {
						change_provisions = medium_provisions_gain
					}
				}
			}

			40 = { #They agree, but insist on you paying
				desc = ep3_laamps.5000.a.failure

				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5

				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5000.a.failure
					left_icon = root
					right_icon = scope:local_lord

					pay_short_term_gold = {
						target = scope:local_lord
						gold = 10
					}

					domicile ?= {
						change_provisions = medium_provisions_gain
					}
				}
			}

			10 = { #They refuse
				desc = ep3_laamps.5000.a.critfailure

				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5

				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5000.a.critfailure
					left_icon = root
					right_icon = scope:local_lord

					add_prestige = minor_prestige_loss
					add_stress = minor_stress_gain
				}
			}
		}

		stress_impact = {
			honest = miniscule_stress_impact_loss
			deceitful = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 0.5 
			}
		}
	}
	
	#Risk it for the biscuit
	option = { 
		name = ep3_laamps.5000.b

		scope:hunter = {
			duel = {
				value = decent_skill_rating
				skill = prowess

				45 = { #They poach successfully
					desc = ep3_laamps.5000.b.success
					compare_modifier = {
						value = scope:duel_value
						multiplier = 3.5
						min = -49
					}
					min = 5
					root = {
						send_interface_toast = {
							type = event_toast_effect_good
							title = ep3_laamps.5000.b.success
							left_icon = root
							right_icon = scope:local_lord
							domicile ?= { change_provisions = medium_provisions_gain }
						}
					}
				}

				45 = { #They are caught and fined
					desc = ep3_laamps.5000.b.failure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -49
					}
					min = 5
					root = {
						send_interface_toast = {
							type = event_toast_effect_bad
							title = ep3_laamps.5000.b.failure
							left_icon = root
							right_icon = scope:local_lord
							pay_short_term_gold = {
								target = scope:local_lord
								gold = 10
							}
							domicile ?= { change_provisions = minor_provisions_gain }
						}
					}
				}

				10 = { #They are caught and imprisoned!
					desc = ep3_laamps.5000.b.critfailure
					compare_modifier = {
						value = scope:duel_value
						multiplier = -3.5
						min = -49
					}
					min = 1
					root = {
						send_interface_toast = {
							type = event_toast_effect_bad
							title = ep3_laamps.5000.b.critfailure
							left_icon = root
							right_icon = scope:local_lord

							scope:local_lord = {
								imprison = {
									target = scope:hunter
									type = dungeon
								}
							}
						}
					}
				}
			}
		}

		stress_impact = {
			honest = medium_stress_impact_gain
			deceitful = miniscule_stress_impact_loss
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}
	
	#Forage for berries n stuff
	option = { 
		name = ep3_laamps.5000.c

		random_list = {
			10 = { #You find provisions
				desc = ep3_laamps.5000.c.success

				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5000.c.success
					left_icon = root
					right_icon = scope:hunter

					domicile ?= {
						change_provisions = {
							value = { miniscule_provisions_gain minor_provisions_gain }
						}
					}
				}
			}

			5 = { #You don't find provisions
				desc = ep3_laamps.5000.c.failure

				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5000.c.failure
					left_icon = root
					right_icon = scope:hunter

					add_stress = minor_stress_gain
					add_character_modifier = {
						modifier = ep3_supply_issues_modifier
						years = 5
					}
				}
			}
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -0.5
			}
		}
	}
}

# Meet a wandering priest
ep3_laamps.5005 = { 
	type = character_event
	title = ep3_laamps.5005.t
	desc = {
		desc = ep3_laamps.5005.desc
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:priest.faith = root.faith
				}
				desc = ep3_laamps.5005.samefaith
			}
			desc = ep3_laamps.5005.difffaith
		}
	}
	theme = landless_adventurer
	override_background = { reference = bp1_bonfire }
	left_portrait = {
		character = root
		animation = shock
	}
	right_portrait = {
		character = scope:priest
		animation = obsequious_bow
	}
	cooldown = { years = 10 }
	
	trigger = {
		#Standard checks
		has_ep3_dlc_trigger = yes
		is_landless_adventurer = yes
		is_location_valid_for_travel_event_on_land = yes
		#Ensure we're in a place that's held by someone
		exists = location.county.holder
	}
	
	weight_multiplier = {
		base = 1
		modifier = {
			factor = 3
			OR = {
				faith = { has_doctrine = tenet_mendicant_preachers } 
				location.county.holder.faith = { has_doctrine = tenet_mendicant_preachers } 
			}
		}
	}
	
	immediate = {
		create_character = {
			template = mendicant_mystic_character
			gender_female_chance = root_soldier_female_chance
			age = { 35 65 }
			location = root.location
			culture = root.location.county.culture
			faith = root.location.county.faith
			save_scope_as = priest
		}
		location.county.holder = {
			save_scope_as = location_holder
		}
		location = {
			save_scope_as = location
		}
		# Plus give 'em a nickname.
		hidden_effect = {
			scope:priest = { assign_random_nickname_effect = yes }
		}
	}
	
	#Ask him to join your followers
	option = { 
		name = ep3_laamps.5005.a

		duel = {
			target = scope:priest
			skill = diplomacy

			50 = { #They agree
				desc = ep3_laamps.5005.a.success

				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				min = 5

				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5005.a.success
					left_icon = root
					right_icon = scope:priest

					add_courtier = scope:priest

					if = {
						limit = {
							scope:priest.faith = root.faith
						}
						add_character_modifier = {
							modifier = ep3_priest_friend_same_modifier
							years = 5
						}
					}
					else = {
						add_character_modifier = {
							modifier = ep3_priest_friend_different_modifier
							years = 5
						}
					}
				}
			}

			50 = { #They don't want to stay
				desc = ep3_laamps.5005.a.failure

				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				min = 5

				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5005.a.failure
					left_icon = root
					right_icon = scope:priest

					add_stress = miniscule_stress_gain
				}
			}
		}

		stress_impact = {
			generous = miniscule_stress_impact_loss
			callous = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 0.5 
			}
		}
	}
	
	#Invite him to sit and stay a night
	option = { 
		name = ep3_laamps.5005.b

		if = {
			limit = {
				NOT = {
					has_trait = lifestyle_traveler
				}
			}
			add_trait = lifestyle_traveler
			add_trait_xp = {
				trait = lifestyle_traveler
				track = travel
				value = {
					integer_range = {
						min = 10
						max = 25
					}
				}
			}
		}
		else = {
			add_trait_xp = {
				trait = lifestyle_traveler
				track = travel
				value = {
					integer_range = {
						min = 10
						max = 25
					}
				}
			}
		}

		stress_impact = {
			paranoid = minor_stress_impact_gain
			trusting = miniscule_stress_impact_loss
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1
			}
		}
	}
	
	#Turn him away
	option = { 
		name = ep3_laamps.5005.c

		trigger = {
			scope:priest.faith = root.faith
		}

		flavor = ep3_laamps.5005.c.tt

		every_courtier = {
			limit = {
				NOT = {
					faith = scope:priest.faith
				}
			}
			custom = every_non_faith_follower
			add_opinion = {
				modifier = pleased_opinion
				target = root
				opinion = 15
			}
		}

		add_character_modifier = {
			modifier = ep3_ungodly_hospitality_modifier
			years = 5
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = -1
			}
		}
	}

	#Turn him away, since he's a heretic
	option = { 
		name = ep3_laamps.5005.d

		trigger = {
			NOT = {
				scope:priest.faith = root.faith
			}
		}

		add_piety = medium_piety_value

		add_character_modifier = {
			modifier = ep3_inflexible_worshipper_modifier
			years = 10
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = 1
			}
		}
	}

	after = {
		scope:priest ?= {
			if = {
				limit = {
					root = { is_ai = yes }
					NOT = { is_courtier_of = root }
				}
 				silent_disappearance_effect = yes
			}
		}
	}
}

# The rough life begins to hurt
ep3_laamps.5010 = { 
	type = character_event
	title = ep3_laamps.5010.t
	desc = ep3_laamps.5010.desc
	theme = landless_adventurer
	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:follower
		animation = pain
	}
	cooldown = { years = 10 }
	
	trigger = {
		#Standard checks
		has_ep3_dlc_trigger = yes
		is_landless_adventurer = yes
		age < 65 #Just for loc tonality
		is_location_valid_for_travel_event_on_land = yes
		any_courtier = {
			is_valid_active_event_recurrer_trigger = { LIEGE = ROOT }
			is_adult = yes # is an adult
			age < 65 # but not too old, so wincing in pain isn't just from being real old
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				is_valid_active_event_recurrer_trigger = { LIEGE = ROOT }
				is_adult = yes # is an adult
				age < 65 # but not too old, so wincing in pain isn't just from being real old
			}
			save_scope_as = follower
		}
		location = {
			save_scope_as = location
		}
		if = {
			limit = {
				domicile = { has_domicile_building = camp_main_01 }
			}
			save_scope_value_as = {
				name = gold_cost
				value = {
					value = camp_main_02_domicile_building_gold_cost_value
					multiply = 0.5
					ceiling = yes
				}
			}
		}
		else_if = {
			limit = {
				domicile = { has_domicile_building = camp_main_02 }
			}
			save_scope_value_as = {
				name = gold_cost
				value = {
					value = camp_main_03_domicile_building_gold_cost_value
					multiply = 0.5
					ceiling = yes
				}
			}
		}
		else = {
			save_scope_value_as = {
				name = gold_cost
				value = {
					value = camp_main_04_domicile_building_gold_cost_value
					multiply = 0.5
					ceiling = yes
				}
			}
		}
	}
	
	#Buy some beds at an inn for the night
	option = { 
		name = ep3_laamps.5010.a

		remove_short_term_gold = minor_gold_value

		add_character_modifier = {
			modifier = ep3_rested_and_refreshed_modifier
			years = 5
		}

		every_courtier = {
			custom = every_follower_custom
			add_opinion = {
				modifier = grateful_opinion
				target = root
				opinion = 15
			}
			add_character_modifier = {
				modifier = ep3_rested_and_refreshed_modifier
				years = 5
			}
		}		

		stress_impact = {
			base = medium_stress_impact_loss
			generous = miniscule_stress_impact_loss
			greedy = medium_stress_impact_gain
			compassionate = miniscule_stress_impact_loss
			callous = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1 
			}
		}
	}
	
	#Build a Pavilion upgrade at a discount
	option = { 
		name = ep3_laamps.5010.b
		trigger = {
			NOT = {
				domicile = { has_domicile_building = camp_main_04 }
			}
			gold >= scope:gold_cost
		}
		show_as_unavailable = {
			NOT = {
				domicile = { has_domicile_building = camp_main_04 }
			}
			gold <= scope:gold_cost
		}
		custom_tooltip = ep3_laamps.5010.b.tt
		remove_short_term_gold = scope:gold_cost
		domicile = {
			if = {
				limit = { has_domicile_building_or_higher = camp_main_01 }
				switch = {
					trigger = has_domicile_building
					camp_main_01 = { add_domicile_building = camp_main_02 }
					camp_main_02 = { add_domicile_building = camp_main_03 }
					camp_main_03 = { add_domicile_building = camp_main_04 }
				}
			}
		}
		stress_impact = {
			ambitious = miniscule_stress_impact_loss
			content = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 1
			}
		}
	}
	
	#Soldier on
	option = { 
		name = ep3_laamps.5010.c

		random_list = {
			10 = { #It works out
				desc = ep3_laamps.5010.c.success
				modifier = {
					add = 2
					scope:location = {
						OR = {
							terrain = farmlands
							terrain = plains
							terrain = oasis
							terrain = forest
						}
					}
				}
				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5010.c.success
					left_icon = root
					right_icon = scope:follower

					add_stress = minor_stress_loss
				}
			}

			5 = { #It doesn't work out
				desc = ep3_laamps.5010.c.failure
				modifier = {
					add = 5
					age > 35
				}
				modifier = {
					add = 5
					age > 50
				}
				modifier = {
					add = 2
					scope:location = {
						OR = {
							terrain = desert
							terrain = mountains
							terrain = desert_mountains
							terrain = wetlands
						}
					}
				}
				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5010.c.failure
					left_icon = root
					right_icon = scope:hunter

					add_stress = minor_stress_gain
					add_character_modifier = {
						modifier = ep3_cricked_neck_modifier
						years = 5
					}
				}
			}
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}
}

# Offer a life to hardened fighters
ep3_laamps.5015 = { 
	type = character_event
	title = ep3_laamps.5015.t
	desc = ep3_laamps.5015.desc
	theme = landless_adventurer
	left_portrait = {
		character = root
		animation = interested
	}
	right_portrait = {
		character = scope:knight
		animation = beg
	}
	artifact = {
		target = scope:newly_created_artifact
		position = lower_center_portrait
	}
	cooldown = { years = 35 }
	
	trigger = {
		#Standard checks
		has_ep3_dlc_trigger = yes
		is_landless_adventurer = yes
		is_location_valid_for_travel_event_on_land = yes
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 2
			domicile = {
				provisions > provisions_threshold_good_value
			}
		}
		modifier = {
			factor = 2
			location.county = {
				county_control < full_county_control
			}
		}
	}

	immediate = {
		location = {
			save_scope_as = location
		}
		if = {
			limit = {
				any_pool_character = {
					province = root.location
					is_available_ai_adult = yes
					NOT = {
						has_any_good_relationship_with_root_trigger = yes
					}
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
				}
			}
			random_pool_character = {
				province = root.location
				limit = {
					is_available_ai_adult = yes
					NOT = {
						has_any_good_relationship_with_root_trigger = yes
					}
					can_be_combatant_based_on_gender_trigger = { ARMY_OWNER = root }
				}
				save_scope_as = knight
			}
		}
		else = {
			create_character = {
				template = honorable_soldier_character
				location = root.location
				culture = location.culture
				faith = location.faith
				gender_female_chance = root_soldier_female_chance
				dynasty = none
				save_scope_as = knight
			}
		}
		hidden_effect = {
			if = {
				limit = {
					OR = {
						has_trait = callous
						has_trait = sadistic
						has_trait = gallowsbait
					}
				}
				scope:knight = {
					create_artifact_brooch_effect = {
						OWNER = scope:knight
						SMITH = scope:knight
					}
					add_gold = { 15 35 }
				}
				scope:newly_created_artifact = {
					add_artifact_modifier = artifact_prowess_2_modifier
					add_artifact_modifier = artifact_knight_effectiveness_2_modifier
					set_artifact_rarity = masterwork
				}
			}
			scope:knight = {
				change_current_weight = -100
				# Plus give 'em a nickname.
				assign_random_nickname_effect = yes
			}
		}
	}

	#Rob him
	option = { 
		name = ep3_laamps.5015.a

		trigger = {
			OR = {
				has_trait = callous
				has_trait = sadistic
				has_trait = gallowsbait
			}
		}

		flavor = ep3_laamps.5015.a.tt

		scope:knight = {
			pay_short_term_gold = {
				target = root
				gold = {
					value = scope:knight.gold
					min = 5
				}
			}
		}

		scope:newly_created_artifact = {
			set_owner = root
		}

		if = {
			limit = {
				has_trait = gallowsbait
			}
			add_trait_xp = {
				trait = gallowsbait
				track = bandit
				value = {
					integer_range = {
						min = 5
						max = 15
					}
				}
			}
		}
		else = {
			add_trait = gallowsbait
			add_trait_xp = {
				trait = gallowsbait
				track = bandit
				value = {
					integer_range = {
						min = 5
						max = 15
					}
				}
			}
		}

		stress_impact = {
			base = miniscule_stress_impact_loss
			compassionate = medium_stress_impact_gain
			just = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
				ai_compassion = -1
			}
		}
	}

	#Bring 'em all
	option = { 
		name = ep3_laamps.5015.b

		trigger = {
			maa_regiments_count >= 1
		}

		domicile = {
			change_provisions = minor_provisions_loss
		}

		reinforce_soldiers_regiment_effect = yes

		add_courtier = scope:knight
		scope:knight = {
			set_knight_status = force
		}

		remove_short_term_gold = { 10 30 }

		stress_impact = {
			generous = miniscule_stress_impact_loss
			greedy = medium_stress_impact_gain
			compassionate = miniscule_stress_impact_loss
			callous = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1 
			}
		}
	}
	
	#Hire the fella as a knight
	option = { 
		name = ep3_laamps.5015.c

		add_courtier = scope:knight
		scope:knight = {
			set_knight_status = force
		}

		stress_impact = {
			generous = miniscule_stress_impact_loss
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = 1
			}
		}
	}
	
	#Offer them a place to rest, but only that
	option = { 
		name = ep3_laamps.5015.d

		domicile = {
			change_provisions = microscopic_provisions_loss
		}

		random = {
			chance = 25
			send_interface_toast = {
				type = event_toast_effect_good
				title = ep3_laamps.5015.c.success
				left_icon = root

				add_character_modifier = {
					modifier = ep3_friend_to_old_soldiers_modifier
					years = 30
				}
			}
		}

		stress_impact = {
			greedy = miniscule_stress_impact_loss
			generous = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}
}

# Learn new local recipes
ep3_laamps.5020 = { 
	type = character_event
	title = ep3_laamps.5020.t
	desc = ep3_laamps.5020.desc
	theme = landless_adventurer
	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:cook
		animation = personality_compassionate
	}
	cooldown = { years = 10 }
	
	trigger = {
		#Standard checks
		has_ep3_dlc_trigger = yes
		is_landless_adventurer = yes
		is_location_valid_for_travel_event_on_land = yes
		NOT = {
			culture = location.culture
		}
		any_courtier = {
			is_available_ai_adult = yes
			count >= 1
		}
		culture = {
			cultural_acceptance = {
				target = root.location.culture
				value <= 75
			}
		}
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 2
			domicile = {
				provisions < provisions_threshold_good_value
			}
		}
	}

	immediate = {
		location = {
			save_scope_as = location
		}
		location.culture = {
			save_scope_as = local_culture
		}
		culture = {
			save_scope_as = culture
		}
		random_courtier = {
			limit = {
				is_available_ai_adult = yes
			}
			save_scope_as = cook
		}
		save_scope_value_as = {
			name = food_range
			value = {
				integer_range = {
					min = 1
					max = 20
				}
			}
		}
	}

	#Suggest a *special* new addition
	option = { 
		name = ep3_laamps.5020.a

		trigger = {
			has_trait = cannibal
		}

		flavor = ep3_laamps.5020.a.tt

		random = {
			chance = 50

			send_interface_toast = {
				type = event_toast_effect_good
				title = ep3_laamps.5020.a.tt
				left_icon = root
				right_icon = scope:cook

				scope:cook = {
					add_secret = { type = secret_cannibal }
					random_secret = {
						limit = {
							secret_type = secret_cannibal
						}
						reveal_to = root
					}
					add_opinion = {
						target = root
						modifier = impressed_opinion
						opinion = 40
					}
				}
				random_secret = {
					limit = {
						secret_type = secret_cannibal
					}
					reveal_to = scope:cook
				}
			}
		}

		add_character_modifier = {
			modifier = ep3_new_tastes_cannibal_modifier
			years = 10
		}

		stress_impact = {
			base = medium_stress_impact_loss
		}

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

	#Suggest fusion cuisine
	option = { 
		name = ep3_laamps.5020.b

		trigger = {
			custom_tooltip = {
				text = ep3_laamps.5020.tt
				OR = {
					has_trait = lifestyle_traveler
					has_trait = eccentric
					has_trait = gluttonous
				}
			}
		}

		show_as_unavailable = {
			always = yes
		}

		trait = lifestyle_traveler
		trait = eccentric
		trait = gluttonous

		domicile = {
			change_provisions = medium_provisions_gain
		}

		add_character_modifier = {
			modifier = ep3_expanded_culinary_horizons_modifier
			years = 15
		}

		every_courtier = {
			custom = every_follower_custom
			add_character_modifier = {
				modifier = ep3_new_tastes_modifier
				years = 10
			}
		}

		stress_impact = {
			base = minor_stress_impact_loss
			gluttonous = medium_stress_impact_loss
			inappetetic = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}

	#Try some of this local cuisine
	option = { 
		name = ep3_laamps.5020.c

		random_list = {
			45 = {
				desc = ep3_laamps.5020.c.success
				modifier = { #This is for fuzzying up the random list so it randomises it a bit
					add = scope:food_range
				}
				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5020.c.success
					left_icon = root

					domicile = {
						change_provisions = medium_provisions_gain
					}
					add_character_modifier = {
						modifier = ep3_new_tastes_modifier
						years = 10
					}
					scope:cook = {
						add_opinion = {
							target = root
							modifier = pleased_opinion
							opinion = 15
						}
					}
					culture = {
						change_cultural_acceptance = {
							target = scope:local_culture
							value = miniscule_positive_culture_acceptance
							desc = cultural_acceptance_gain_food_acceptance
						}
					}
				}
			}
			55 = {
				desc = ep3_laamps.5020.c.failure
				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5020.c.failure
					left_icon = root

					add_stress = minor_stress_gain
				}
			}
		}

		stress_impact = {
			gluttonous = minor_stress_impact_loss
			arrogant = minor_stress_impact_gain
			humble = miniscule_stress_impact_loss
			inappetetic = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1 
			}
		}
	}
	
	#Refuse to try it
	option = { 
		name = ep3_laamps.5020.d

		random = {
			chance = 30
			modifier = {
				is_ai = yes
				add = -29
			}
			send_interface_toast = {
				type = event_toast_effect_good
				title = ep3_laamps.5020.d.tt
				left_icon = root

				give_nickname = nick_the_narrow_minded 
			}
		}

		stress_impact = {
			generous = miniscule_stress_impact_loss
			paranoid = minor_stress_impact_gain
		}

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


scripted_trigger 5025_can_spawn_contract_trigger = {
	can_create_criminal_contract_trigger = { LAAMP = $LAAMP$ EMPLOYER = $EMPLOYER$ }
	can_create_diplomacy_contract_trigger = { LAAMP = $LAAMP$ EMPLOYER = $EMPLOYER$ }
	can_create_hireling_contract_trigger = { LAAMP = $LAAMP$ EMPLOYER = $EMPLOYER$ }
	can_create_justicar_contract_trigger = { LAAMP = $LAAMP$ EMPLOYER = $EMPLOYER$ }
	can_create_learning_contract_trigger = { LAAMP = $LAAMP$ EMPLOYER = $EMPLOYER$ }
	can_create_intrigue_contract_trigger = { LAAMP = $LAAMP$ EMPLOYER = $EMPLOYER$ }
	can_create_stewardship_contract_trigger = { LAAMP = $LAAMP$ EMPLOYER = $EMPLOYER$ }
	can_create_transport_contract_trigger = { LAAMP = $LAAMP$ EMPLOYER = $EMPLOYER$ }
}

# What is your purpose?
ep3_laamps.5025 = { 
	type = character_event
	title = ep3_laamps.5025.t
	desc = ep3_laamps.5025.desc
	theme = landless_adventurer
	left_portrait = {
		character = root
		animation = thinking
	}
	cooldown = { years = 30 }
	
	trigger = {
		#Standard checks
		has_ep3_dlc_trigger = yes
		is_landless_adventurer = yes
	}

	immediate = {
		if = {
			limit = { exists = location.barony.holder }
			location.barony.holder = {
				save_scope_as = local_lord
				save_scope_as = bg_override_char
				#Find potential employers
				if = {
					limit = {
						5025_can_spawn_contract_trigger = { LAAMP = root EMPLOYER = scope:local_lord }
					}
					add_to_temporary_list = potential_employers_list
				}
				every_vassal_or_below ?= {
					limit = {
						save_temporary_scope_as = vassal_check
						5025_can_spawn_contract_trigger = { LAAMP = root EMPLOYER = scope:vassal_check }
					}
					add_to_temporary_list = potential_contract_employers 
				}
			}
			#Can we _actually_ spawn two contracts?
			if = {
				limit = {
					any_in_list = {
						list = potential_contract_employers
						count >= 2 
					}
				}
				save_scope_as = spawn_task_contract_option_available
			}
		}
	}

	#I wanna be landed!
	option = { 
		name = ep3_laamps.5025.a

		add_character_modifier = {
			modifier = ep3_lust_for_land_modifier
			years = 35
		}

		stress_impact = {
			greedy = miniscule_stress_impact_loss
			ambitious = minor_stress_impact_loss
			humble = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			modifier = {
				factor = 0
				has_trait = humble
			}
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}

	#I like being landless :)
	option = { 
		name = ep3_laamps.5025.b
		flavor = ep3_laamps.5025.b.flavor

		if = {
			limit = {
				NOT = {
					has_trait = lifestyle_traveler
				}
			}
			add_trait = lifestyle_traveler
			add_trait_xp = {
				trait = lifestyle_traveler
				track = travel
				value = {
					integer_range = {
						min = 10
						max = 30
					}
				}
			}
		}
		else = {
			add_trait_xp = {
				trait = lifestyle_traveler
				track = travel
				value = {
					integer_range = {
						min = 10
						max = 30
					}
				}
			}
		}

		#Can we _actually_ spawn contracts...
		if = {
			limit = { exists = scope:spawn_task_contract_option_available }
			add_prestige = minor_prestige_gain
			custom_tooltip = ep3_laamps.5025.b.tt
			contract_passive_spawn_effect = {
				SPAWN_CONTRACTS = 2
			}
		}
		else = {
			add_prestige = medium_prestige_gain
		}

		stress_impact = {
			ambitious = medium_stress_impact_gain
			humble = minor_stress_impact_loss
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_boldness = -1
			}
		}
	}
	
	#It's best to keep options open
	option = { 
		name = ep3_laamps.5025.c

		flavor = ep3_laamps.5025.c.flavor

		if = {
			limit = {
				NOT = {
					has_trait = flexible_leader
				}
			}
			random = {
				chance = 65
				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5025.c.toast
					left_icon = root

					add_trait = flexible_leader 
				}
			}
		}
		else = {
			add_stress = medium_stress_loss
		}

		domicile = {
			change_provisions = medium_provisions_gain
		}

		stress_impact = {
			fickle = medium_stress_impact_loss
			stubborn = medium_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
			}
		}
	}
}

# Local tavern owner disrespects you
ep3_laamps.5030 = { 
	type = character_event
	title = ep3_laamps.5030.t
	desc = ep3_laamps.5030.desc
	theme = landless_adventurer
	left_portrait = {
		character = root
		animation = anger
	}
	right_portrait = {
		character = scope:innkeeper
		animation = dismissal
	}
	cooldown = { years = 10 }
	override_background = { reference = tavern }

	trigger = {
		#Standard checks
		has_ep3_dlc_trigger = yes
		is_landless_adventurer = yes
		is_location_valid_for_travel_event_on_land = yes
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 2
			domicile = {
				provisions < provisions_threshold_good_value
			}
		}
	}

	immediate = {
		location = {
			save_scope_as = location
		}
		if = {
			limit = {
				any_pool_character = {
					province = root.location
					is_available_ai_adult = yes
					NOT = {
						has_any_good_relationship_with_root_trigger = yes
					}
				}
			}
			random_pool_character = {
				province = root.location
				limit = {
					is_available_ai_adult = yes
					NOT = {
						has_any_good_relationship_with_root_trigger = yes
					}
				}
				save_scope_as = innkeeper
			}
		}
		else = {
			create_character = {
				template = servant_character
				location = root.location
				culture = location.culture
				faith = location.faith
				gender_female_chance = {
					if = {
						limit = { root.faith = { has_doctrine = doctrine_gender_male_dominated } }
						add = 100
					}
					else_if = {
						limit = { root.faith = { has_doctrine = doctrine_gender_female_dominated } }
						add = 0
					}
					else = {
						add = 50
					}
				}
				dynasty = none
				save_scope_as = innkeeper
			}
		}
	}

	#Ah, forget about it, give me a drink
	option = { 
		name = ep3_laamps.5030.a

		trigger = {
			has_trait = drunkard
		}

		remove_short_term_gold = tiny_gold_value

		add_character_modifier = {
			modifier = legend_hangover_modifier
			years = 3
		}

		stress_impact = {
			base = major_stress_impact_loss
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}

	#Don't you know who I am?
	option = { 
		name = ep3_laamps.5030.b

		trigger = {		
			dynasty = {
				dynasty_prestige_level >= medium_dynasty_prestige_level
			}
		}

		reason = ep3_laamps.5030.a.tt

		flavor = ep3_laamps.5030.b.tt

		add_internal_flag = special

		add_prestige = medium_prestige_gain

		add_character_modifier = {
			modifier = ep3_comfortable_bed_modifier
			years = 10
		}

		every_courtier = {
			custom = every_follower_custom
			add_opinion = {
				target = root
				modifier = pleased_opinion
				opinion = 35
			}
		}

		stress_impact = {
			base = minor_stress_impact_loss
			arrogant = minor_stress_impact_loss
			humble = medium_stress_impact_gain
		}

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

	#Threaten them
	option = { 
		name = ep3_laamps.5030.c

		add_internal_flag = dangerous

		add_dread = medium_dread_gain

		random_list = {
			55 = { #They hand it over
				desc = ep3_laamps.5030.c.success

				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5030.c.success
					left_icon = root
					right_icon = scope:innkeeper

					remove_short_term_gold = tiny_gold_value
					add_character_modifier = {
						modifier = ep3_comfortable_bed_modifier
						years = 10
					}
				}
			}
			25 = { #You have to threaten them further
				desc = ep3_laamps.5030.c.failure
				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5030.c.failure
					left_icon = root
					right_icon = scope:innkeeper

					if = {
						limit = {
							has_trait = gallowsbait
						}
						add_trait_xp = {
							trait = gallowsbait
							track = bandit
							value = {
								integer_range = {
									min = 10
									max = 20
								}
							}
						}
					}
					else = {
						add_trait = gallowsbait
						add_trait_xp = {
							trait = gallowsbait
							track = bandit
							value = {
								integer_range = {
									min = 10
									max = 20
								}
							}
						}
					}
				}
			}
			5 = { #It goes a little too far
				desc = ep3_laamps.5030.c.critfailure

				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5030.c.critfailure
					left_icon = root
					right_icon = scope:innkeeper

					scope:innkeeper = {
						death = { killer = ROOT death_reason = death_murder }
					}

					add_secret = {
						type = secret_murder
						target = scope:innkeeper
					}

					if = {
						limit = {
							has_trait = gallowsbait
						}
						add_trait_xp = {
							trait = gallowsbait
							track = marauder
							value = {
								integer_range = {
									min = 25
									max = 40
								}
							}
						}
					}
					else = {
						add_trait = gallowsbait
						add_trait_xp = {
							trait = gallowsbait
							track = marauder
							value = {
								integer_range = {
									min = 25
									max = 40
								}
							}
						}
					}
				}
			}
		}

		stress_impact = {
			generous = miniscule_stress_impact_loss
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = -1
			}
		}
	}

	#Try to barter
	option = { 
		name = ep3_laamps.5030.d

		duel = {
			target = scope:innkeeper
			skill = diplomacy
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = ep3_laamps.5030.d.success
				min = 5
				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5030.d.success
					left_icon = root
					right_icon = scope:innkeeper

					remove_short_term_gold = minor_gold_value
					add_character_modifier = {
						modifier = ep3_comfortable_bed_modifier
						years = 10
					}
				}
			}
			50 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = ep3_laamps.5030.d.failure
				min = 5
				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5030.d.failure
					left_icon = root
					right_icon = scope:innkeeper

					add_stress = minor_stress_gain
				}
			}
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1 
			}
		}
	}

	#Take the insult
	option = { 
		name = tournament_events.0161.c
		
		stress_impact = {
			base = minor_stress_gain
			arrogant = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1 
			}
		}
	}
}

# Hire a local guide
ep3_laamps.5035 = {
	type = character_event
	title = ep3_laamps.5035.t
	desc = ep3_laamps.5035.desc
	theme = landless_adventurer
	override_background = {
		reference = terrain 
	}
	left_portrait = {
		character = root
		animation = chancellor
	}
	right_portrait = {
		character = scope:guide
		animation = scheme
	}
	artifact = {
		target = scope:newly_created_map
		position = lower_right_portrait
	}
	artifact = {
		trigger = {
			exists = scope:random_artifact
		}
		target = scope:random_artifact
		position = lower_left_portrait
	}
	cooldown = { years = 50 }

	trigger = {
		static_group_filter = {
			group = ep3_laamps.5035
			match = 0.75
		}
		#Standard checks
		has_ep3_dlc_trigger = yes
		is_landless_adventurer = yes
		is_location_valid_for_travel_event_on_land = yes
	}

	weight_multiplier = {
		base = 1
		modifier = {
			factor = 2
			location = {
				OR = {
					terrain = mountains
					terrain = wetlands
					terrain = desert_mountains
					terrain = jungle
				}
			}
		}
	}

	immediate = {
		location = {
			save_scope_as = location
		}
		if = { #Grab a random, inexpensive artifact if you have it
			limit = {
				any_character_artifact = {
					NOT = {
						has_artifact_modifier = artifact_guide_map_modifier
					}
				}
			}
			random_character_artifact = {
				limit = {
					NOT = {
						has_artifact_modifier = artifact_guide_map_modifier
					}
				}
				weight = {
					base = 1
					modifier = {
						rarity = common
						add = 2
					}
				}
				save_scope_as = random_artifact
			}
		}
		if = {
			limit = {
				any_pool_character = {
					province = root.location
					is_available_ai_adult = yes
					NOT = {
						has_any_good_relationship_with_root_trigger = yes
					}
				}
			}
			random_pool_character = {
				province = root.location
				limit = {
					is_available_ai_adult = yes
					NOT = {
						has_any_good_relationship_with_root_trigger = yes
					}
				}
				save_scope_as = guide
			}
		}
		else = {
			create_character = {
				template = anatolian_guide_character
				location = root.location
				culture = location.culture
				faith = location.faith
				gender_female_chance = 50
				dynasty = none
				save_scope_as = guide
			}
			# Plus give 'em a nickname.
			hidden_effect = {
				scope:guide = { assign_random_nickname_effect = yes }
			}
		}
		hidden_effect = {
			scope:guide = {
				create_artifact = {
					name = guide_map
					description = guide_map_desc
					modifier = artifact_guide_map_modifier
					type = miscellaneous
					visuals = pocket_map
					history = {
						type = created_before_history
						actor = scope:guide
					}
					save_scope_as = newly_created_map
				}
			}
			scope:newly_created_map = {
				set_artifact_rarity = masterwork
				set_max_durability = 25
			}
		}
	}

	#Recruit them permanently
	option = { 
		name = ep3_laamps.5035.a

		pay_short_term_gold = {
			target = scope:guide
			gold = medium_gold_value
		}

		add_courtier = scope:guide

		court_position_grant_effect = {
			EMPLOYER = root
			POS = travel_leader
			CANDIDATE = scope:guide
		}

		stress_impact = {
			trusting = minor_stress_impact_loss
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
			}
		}
	}

	#Buy maps off them
	option = { 
		name = ep3_laamps.5035.b

		pay_short_term_gold = {
			target = scope:guide
			gold = medium_gold_value
		}

		scope:newly_created_map = {
			set_owner = root
		}

		stress_impact = {
			trusting = minor_stress_impact_gain
			paranoid = minor_stress_impact_loss
		}

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

	#Trust their guidance
	option = { 
		name = ep3_laamps.5035.c

		pay_short_term_gold = {
			target = scope:guide
			gold = tiny_gold_value
		}

		random_list = {
			60 = { #The guide's info is correct
				desc = ep3_laamps.5035.c.success

				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5035.c.success
					left_icon = root
					right_icon = scope:guide

					add_character_modifier = {
						modifier = ep3_well_guided_modifier
						years = 10
					}
				}
			}
			40 = { #The guide's info is sketchy
				desc = ep3_laamps.5035.c.failure
				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5035.c.failure
					left_icon = root
					right_icon = scope:guide

					add_character_modifier = {
						modifier = ep3_sketchy_guides_modifier
						years = 3
					}
				}
			}
			10 = { #The guide's info leads you into a trap!
				desc = ep3_laamps.5035.c.critfailure
				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5035.c.critfailure
					left_icon = root
					right_icon = scope:guide

					increase_wounds_no_death_effect = { REASON = fight }
					remove_short_term_gold = minor_gold_value
					scope:random_artifact ?= {
						set_owner = scope:guide
					}
				}
			}
		}

		stress_impact = {
			generous = miniscule_stress_impact_loss
			paranoid = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = -1
			}
		}
	}

	#Reject them
	option = { 
		name = ep3_laamps.5035.d

		flavor = ep3_laamps.5035.d.tt

		random = {
			chance = 45
			send_interface_toast = {
				type = event_toast_effect_bad
				title = ep3_laamps.5035.d.toast
				left_icon = root

				domicile = {
					change_provisions = minor_provisions_loss
				}
			}
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1 
			}
		}
	}
}

# Scouting reveals some potential hidden treasures
ep3_laamps.5040 = {
	type = character_event
	title = ep3_laamps.5040.t
	desc = ep3_laamps.5040.desc
	theme = landless_adventurer
	left_portrait = {
		character = root
		animation = jockey_idle
		camera = camera_event_horse_very_left
	}
	cooldown = { years = 10 }
	override_background = { reference = ep3_campfire }

	trigger = {
		#Standard checks
		has_ep3_dlc_trigger = yes
		is_landless_adventurer = yes
		is_location_valid_for_travel_event_on_land = yes
	}

	immediate = {
		location = {
			save_scope_as = location
		}
		if = {
			limit = {
				any_pool_character = {
					province = root.location
					is_available_ai_adult = yes
					NOT = {
						has_any_good_relationship_with_root_trigger = yes
					}
				}
			}
			random_pool_character = {
				province = root.location
				limit = {
					is_available_ai_adult = yes
					NOT = {
						has_any_good_relationship_with_root_trigger = yes
					}
				}
				save_scope_as = merchant
			}
		}
		else = {
			create_character = {
				template = anatolian_guide_character
				location = root.location
				culture = location.culture
				faith = location.faith
				dynasty = none
				save_scope_as = merchant
			}
			# Plus give 'em a nickname.
			hidden_effect = {
				scope:merchant = { assign_random_nickname_effect = yes }
			}
		}
	}

	#Go searching in the ruins
	option = { # EK EDIT: no more trashy effects, but interesting rewards in exchange for lower chances of getting it
		name = ep3_laamps.5040.a

		random_list = {
			37 = { #You uncover a dusty sword
				desc = ep3_laamps.5040.a.bigsuccess
				random_dummy_gender_effect = yes
				create_artifact_weapon_effect = {
					OWNER = root
					CREATOR = scope:dummy_gender
					SET_WEAPON_TYPE = flag:artifact_weapon_type_sword
				}
				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5040.a.bigsuccess
					left_icon = root
					right_icon = scope:newly_created_artifact
					custom_tooltip = ep3_laamps.5040.a.bigsuccess.tt	
				}
			}
			64 = { #You discover a small trinket
				desc = ep3_laamps.5040.a.success
				generate_trinket_effect = {
					TRINKET_RECEIVER = root
					TRINKET_GIVER = root
					GRAB_ALL_TRINKETS = yes
					HISTORY_TYPE = discovered
				}
				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5040.a.success
					left_icon = root
					right_icon = scope:new_trinket
					custom_tooltip = ep3_laamps.5040.a.success.tt
				}
			}
			43 = { #You come up with nothing
				desc = ep3_laamps.5040.a.failure
				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5040.a.failure
					left_icon = root

					custom_tooltip = ep3_laamps.5040.a.failure.tt
				}
			}
		}

		stress_impact = {
			trusting = miniscule_stress_impact_loss
			paranoid = minor_stress_impact_gain
			brave = miniscule_stress_impact_loss
			craven = medium_stress_impact_gain
		}

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

	#Buy supplies
	option = { 
		name = ep3_laamps.5040.b

		domicile = {
			change_provisions = {
				value = { minor_provisions_gain medium_provisions_gain }
			}
		}

		stress_impact = {
			greedy = minor_stress_impact_gain
			generous = minor_stress_impact_loss
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = -1
			}
		}
	}
}

# Meet local lord
ep3_laamps.5045 = {
	type = character_event
	title = ep3_laamps.5045.t
	desc = ep3_laamps.5045.desc
	theme = landless_adventurer
	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:local_lord
		animation = scheme
	}
	cooldown = { years = 10 }
	override_background = { reference = council_chamber }

	trigger = {
		#Standard checks
		has_ep3_dlc_trigger = yes
		is_landless_adventurer = yes
		is_location_valid_for_travel_event_on_land = yes
		location.barony.holder ?= {
			is_available_ai_adult = yes
			highest_held_title_tier <= root.prestige_level
		}
		NOT = { #Just ensure _you_ aren't a bandit for loc reasons
			has_trait_xp = {
				trait = gallowsbait
				track = bandit
				value >= 30
			}
		}
	}

	immediate = {
		location = {
			save_scope_as = location
		}
		location.barony = {
			save_scope_as = location_title
		}
		location.barony.holder = {
			save_scope_as = local_lord
			save_scope_as = bg_override_char
			#Find potential employers
			if = {
				limit = {
					5025_can_spawn_contract_trigger = { LAAMP = root EMPLOYER = scope:local_lord }
				}
				add_to_temporary_list = potential_employers_list
			}
			every_vassal_or_below ?= {
				limit = {
					save_temporary_scope_as = vassal_check
					5025_can_spawn_contract_trigger = { LAAMP = root EMPLOYER = scope:vassal_check }
				}
				add_to_temporary_list = potential_contract_employers 
			}
		}
		#Can we _actually_ spawn two contracts?
		if = {
			limit = {
				any_in_list = {
					list = potential_contract_employers
					count >= 2 
				}
			}
			save_scope_as = spawn_task_contract_option_available
		}
		if = {
			limit = {
				scope:local_lord = {
					highest_held_title_tier > tier_duchy
					any_held_title = {
						tier = tier_county
						is_landless_type_title = no
						count >= 1
					}
				}
			}
			scope:local_lord = {
				ordered_county = {
					limit = {
						tier = tier_county
						holder = scope:local_lord
						is_landless_type_title = no
					}
					#Least developed county as a rough approximation of backwaters
					order_by = {
						value = development_level
						multiply = -1
					}

					save_scope_as = lord_title
				}
			}
		}
	}

	#Ask for land
	option = {
		name = ep3_laamps.5045.a

		trigger = {
			scope:local_lord = {
				highest_held_title_tier > tier_duchy
				any_held_title = {
					tier = tier_county
					count >= 1
				}
			}
			prestige_level >= 2
			has_character_modifier = ep3_lust_for_land_modifier
		}

		custom_tooltip = ep3_laamps.5045.a.tt

		add_internal_flag = special

		duel = {
			target = scope:local_lord
			skill = diplomacy

			300 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -49
				}
				desc = ep3_laamps.5045.a.success
				min = 5
				send_interface_toast = {
					type = event_toast_effect_good
					title = ep3_laamps.5045.a.success
					left_icon = root
					right_icon = scope:local_lord

					create_title_and_vassal_change = {
						type = granted
						save_scope_as = change
						add_claim_on_loss = yes
					}

					change_liege = {
						liege = scope:local_lord
						change = scope:change
					}

					scope:lord_title = {
						change_title_holder = {
							holder = root
							change = scope:change
						}
					}

					resolve_title_and_vassal_change = scope:change

					scope:local_lord = {
						add_hook = {
							target = root
							type = loyalty_hook
						}
					}
				}
			}

			70 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -49
				}
				desc = ep3_laamps.5045.a.failure
				min = 5
				send_interface_toast = {
					type = event_toast_effect_bad
					title = ep3_laamps.5045.a.failure
					left_icon = root
					right_icon = scope:local_lord
				}
			}
		}

		stress_impact = {
			ambitious = miniscule_stress_impact_loss
			content = minor_stress_impact_gain
			diligent = miniscule_stress_impact_loss
			lazy = minor_stress_impact_gain
		}

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

	#Ask for gold
	option = { 
		name = ep3_laamps.5045.b

		add_gold = { 5 20 }

		scope:local_lord = {
			add_hook = {
				target = root
				type = favor_hook
			}
		}

		stress_impact = {
			greedy = miniscule_stress_impact_loss
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}

	#Ask for provisions
	option = { 
		name = ep3_laamps.5045.c

		domicile = {
			change_provisions = {
				value = { miniscule_provisions_gain minor_provisions_gain }
			}
		}

		scope:local_lord = {
			add_hook = {
				target = root
				type = favor_hook
			}
		}

		stress_impact = {
			ambitious = minor_stress_impact_gain
			content = miniscule_stress_impact_loss
			greedy = miniscule_stress_impact_loss
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_greed = 1
			}
		}
	}

	#Ask for work
	option = { 
		name = ep3_laamps.5045.d
		trigger = { exists = scope:spawn_task_contract_option_available }
		reverse_add_opinion = {
			target = scope:local_lord
			modifier = impressed_opinion
			opinion = 40
		}

		custom_tooltip = ep3_laamps.5025.b.tt #Re-used
		contract_passive_spawn_effect = {
			SPAWN_CONTRACTS = 2
		}

		stress_impact = {
			ambitious = miniscule_stress_impact_loss
			content = minor_stress_impact_gain
			brave = miniscule_stress_impact_loss
			craven = minor_stress_impact_gain
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_honor = 1
			}
		}
	}
}

##################################################
# Hereweard embarks on his destiny
# by Nick Meredith
# 5999-6999
##################################################
#EK DISABLED: deleted Hereward events
# Hereward hears of trouble in England
#ep3_laamps.5999

# Hereward sets off
#ep3_laamps.6000

# Hereward arrives, finds his brother dead
#ep3_laamps.6001

#ep3_laamps.6002

# Hereward swears revenge
#ep3_laamps.6003

# Hereward sets up a camp in the fens near Ely
#ep3_laamps.6005

# The Aethelings are disgruntled; go to visit the most powerful one?
#ep3_laamps.6010

# You meet with the Aetheling
#ep3_laamps.6015

# Bad news arrives
#ep3_laamps.6016

# The Harrying of the North begins
#ep3_laamps.6020

# The Harrying of the North begins - William perspective
# This one doesn't trigger the harrying story cycle, that's held within .6020
#ep3_laamps.6021

##################################################
# Unique LAAMP Events
# by Nick Meredith
# 7000 - 7999
##################################################
#EK DISABLED: no Eadgar
# Eadgar becomes a LAAMP
#ep3_laamps.7000

#EK DISABLED: deleted events with hereward
# Siward Barn turns up at Hereward's camp
# From Hereward's perspective
#ep3_laamps.7001

#scripted_effect ep3_laamps_7002_ai_siward_leaves_effect

# Siward Barn leaves Hereward's camp
# From Hereward's perspective
#ep3_laamps.7002

# Siward Barn arrives in Constantinople
#ep3_laamps.7003

#scripted_effect new_england_holding_names_effect

# Siward Barn arrives in Bata
#ep3_laamps.7004


##################################################
# Pool Weightings
# by Ewan Cowhig Croft
# 9971 - 9979
##################################################

#	The way pool population works causes a massive over-bias of Jewish (and certain other minority) characters in the first couple of decades, and those then get pulled in as assorted criminals and such by a lot of laamp content. This can lead to chains of rather unfortunate numbers of said-chars put into the role of Designated Bastard time after time, which looks dodgy as all hell. Thus, whenever the player moves from place to place as a laamp in the very early game, we need to flood their local pool with characters until the world fills up suitably with actual random gen characters.
ep3_laamps.9971 = {
	hidden = yes

	trigger = {
		is_ai = no
		is_landless_adventurer = yes
		years_from_game_start <= 25
	}

	immediate = {
		while = {
			count = 5
			create_character = {
				template = default_mystic_character
				location = root.location
				culture = root.location.culture
				faith = root.location.faith
				gender_female_chance = 50
			}
			create_character = {
				template = wise_woman_character
				location = root.location
				culture = root.location.culture
				faith = root.location.faith
				gender_female_chance = 50
			}
			create_character = {
				template = merchant_template
				location = root.location
				culture = root.location.culture
				faith = root.location.faith
				gender_female_chance = 50
			}
			create_character = {
				template = hunter_template
				location = root.location
				culture = root.location.culture
				faith = root.location.faith
				gender_female_chance = 50
			}
			create_character = {
				template = generic_peasant_character
				location = root.location
				culture = root.location.culture
				faith = root.location.faith
				gender_female_chance = 50
			}
			create_character = {
				template = bandit_character_generic
				location = root.location
				culture = root.location.culture
				faith = root.location.faith
				gender_female_chance = 50
			}
		}
	}
}

##################################################
# Passive Contract Spawn
# by Ewan Cowhig Croft
# 9981 - 9989
##################################################

#	Spawn a contract every now and then whilst we remain in the same location, up to a reasonable limit.
ep3_laamps.9981 = {
	hidden = yes

	trigger = {
		var:contract_passive_spawn_location ?= location.kingdom
		trigger_if = {
			limit = { has_variable = contract_passive_spawn_tally }
			var:contract_passive_spawn_tally < 3
		}
		# Make sure we don't do this if we've got lots of contracts already spawned here.
		any_character_task_contract = {
			count <= 4
			task_contract_location = {
				"squared_distance(root.location)" <= squared_distance_medium
			}
		}
	}

	on_trigger_fail = {
		if = {
			limit = { var:contract_passive_spawn_location ?= location.kingdom }
			trigger_event = {
				id = ep3_laamps.9981
				months = { 8 12 }
			}
		}
	}

	immediate = {
		# spawn a contract
		contract_passive_spawn_effect = {
			SPAWN_CONTRACTS = 1
		}
		# And fire us again in a bit.
		if = {
			limit = { 
				var:contract_passive_spawn_tally < 2
			}
			trigger_event = {
				id = ep3_laamps.9981
				months = 1
			}
		}
		else = {
			trigger_event = {
				id = ep3_laamps.9981
				months = 2
			}
		}
	}
}

#	Populate adventurer contracts on succession.
ep3_laamps.9982 = {
	hidden = yes

	trigger = {
		is_ai = no
		government_has_flag = government_is_landless_adventurer
	}

	immediate = {
		populate_location_with_contracts_effect = {
			AREA_CHAR = root
			AMOUNT = 3
		}
	}
}



#	Keep giving Hereward regular work within England.
#EK DISABLED
#ep3_laamps.9983 = {
#	hidden = yes

#	trigger = {
#		# Must be within England.
#		domicile.domicile_location.county = {
#			save_temporary_scope_as = title_temp
#			title:k_england = { is_de_jure_liege_or_above_target = scope:title_temp }
#		}
#		# Make sure we don't do this if we've got lots of contracts already spawned here.
#		any_character_task_contract = {
#			count <= 6
#			task_contract_location = { "squared_distance(root.location)" <= squared_distance_medium }
#		}
#	}

#	on_trigger_fail = {
#		if = {
#			limit = { var:contract_passive_spawn_location ?= location.kingdom }
#			trigger_event = {
#				id = ep3_laamps.9981
#				months = 6
#			}
#		}
#	}

#	immediate = {
#		# Spawn some contracts.
#		contract_passive_spawn_effect = {
#			SPAWN_CONTRACTS = 2
#		}
#		# And fire us again in a bit.
#		trigger_event = {
#			id = ep3_laamps.9981
#			months = { 8 12 }
#		}
#	}
#}

##################################################
# Become Landed - Maintenance
# by Joe Parkin
# 9991 - 9999
##################################################

ep3_laamps.9999 = { # Error suppression
	scope = none
	orphan = yes
	hidden = yes
	trigger = {
		exists = var:ascended_throne_reason
		exists = var:lost_title_reason
	}
	immediate = {
		set_variable = {
			name = lost_title_reason
			value = flag:negotiated
		}
		# Contract animations.
		if = {
			limit = { exists = var:animation }
			# Nothing.
		}
	}
}

# EK ADDITION

# this is really just a reskinned version of ep3_laamps.1001, but because the character spawning effects used location.culture and location.faith it didn't work for our dead culture laamps. so that's the difference ig
# also before anyone asks: this is in the vanilla file because the required effects and triggers are for some reason in this file and not in the proper folders, so they simply didn't work when I kept this where i wanted to
# literally 1984
scripted_effect ek_ep3_laamps_1001_generate_diplomacy_char_effect = {
	create_character = {
		template = pool_repopulate_diplomacy
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = diplomacy_1
		diplomacy = {
			min_template_high_skill
			max_template_high_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_diplomacy
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = diplomacy_2
		diplomacy = {
			min_template_high_skill
			max_template_high_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}
scripted_effect ek_ep3_laamps_1001_generate_martial_char_effect = {
	create_character = {
		template = pool_repopulate_martial
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = martial_1
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_high_skill
			max_template_high_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_martial
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = martial_2
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_high_skill
			max_template_high_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}
scripted_effect ek_ep3_laamps_1001_generate_stewardship_char_effect = {
	create_character = {
		template = pool_repopulate_stewardship
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = stewardship_1
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_high_skill
			max_template_high_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_stewardship
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = stewardship_2
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_high_skill
			max_template_high_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}
scripted_effect ek_ep3_laamps_1001_generate_intrigue_char_effect = {
	create_character = {
		template = pool_repopulate_intrigue
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = intrigue_1
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_high_skill
			max_template_high_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_intrigue
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = intrigue_2
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_high_skill
			max_template_high_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}
scripted_effect ek_ep3_laamps_1001_generate_learning_char_effect = {
	create_character = {
		template = pool_repopulate_learning
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = learning_1
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_high_skill
			max_template_high_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_learning
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = learning_2
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_high_skill
			max_template_high_skill
		}
		prowess = {
			min_template_average_skill
			max_template_average_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}
scripted_effect ek_ep3_laamps_1001_generate_prowess_char_effect = {
	create_character = {
		template = pool_repopulate_prowess
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = prowess_1
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_high_skill
			max_template_high_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
	create_character = {
		template = pool_repopulate_prowess
		dynasty = none
		culture = root.culture
		faith = root.faith
		location = root.location
		save_scope_as = prowess_2
		diplomacy = {
			min_template_average_skill
			max_template_average_skill
		}
		martial = {
			min_template_average_skill
			max_template_average_skill
		}
		stewardship = {
			min_template_average_skill
			max_template_average_skill
		}
		intrigue = {
			min_template_average_skill
			max_template_average_skill
		}
		learning = {
			min_template_average_skill
			max_template_average_skill
		}
		prowess = {
			min_template_high_skill
			max_template_high_skill
		}
		#after_creation = { add_to_list = spawned_chars_list }
		after_creation = { 
			add_to_list = spawned_chars_list 
			ek_character_setup_effect = yes
		}
	}
}
ep3_laamps.1984 = {
	type = character_event
	content_source = dlc_ek
	title = culture_resurrection_event.1001.t
	desc = culture_resurrection_event.1001.desc
		
	theme = friendly
	left_portrait = {
		character = root
		animation = personality_rational
	}
	override_background = { reference = wilderness }

	trigger = {
		ep3_laamps_1001_basic_trigger = yes
		# Must be on land or else we don't know where to take our locals from.
		exists = location.county
	}

	on_trigger_fail = {
		if = {
			limit = { ep3_laamps_1001_basic_trigger = yes }
			trigger_event = {
				id = ep3_laamps.1984
				months = { 1 3 }
			}
		}
	}

	immediate = {
		# Alright, let's grab our best skills — we care about prowess so we need to do this the manual way.
		## First best.
		ep3_laamps_1001_pick_best_skill_wrapper_effect = { POSITION = 5 PICK = 1 }
		## Second best.
		ep3_laamps_1001_pick_best_skill_wrapper_effect = { POSITION = 4 PICK = 2 }
		## Third best.
		ep3_laamps_1001_pick_best_skill_wrapper_effect = { POSITION = 3 PICK = 3 }
		# Cool, now if we're the player, we generate our characters straight away so that we can display them in tooltips.
		if = {
			limit = { is_ai = no }
			if = {
				limit = { exists = scope:diplomacy_char }
				ek_ep3_laamps_1001_generate_diplomacy_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = diplomacy }
			}
			if = {
				limit = { exists = scope:martial_char }
				ek_ep3_laamps_1001_generate_martial_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = martial }
			}
			if = {
				limit = { exists = scope:stewardship_char }
				ek_ep3_laamps_1001_generate_stewardship_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = stewardship }
			}
			if = {
				limit = { exists = scope:intrigue_char }
				ek_ep3_laamps_1001_generate_intrigue_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = intrigue }
			}
			if = {
				limit = { exists = scope:learning_char }
				ek_ep3_laamps_1001_generate_learning_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = learning }
			}
			if = {
				limit = { exists = scope:prowess_char }
				ek_ep3_laamps_1001_generate_prowess_char_effect = yes
				ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = prowess }
			}
		}
		add_character_flag = got_starting_courtiers
		# Plus, nicknamify as many as we can.
		hidden_effect = {
			every_in_list = {
				list = spawned_chars_list
				assign_random_nickname_effect = yes
			}
		}
	}

	# Diplomacy.
	option = {
		name = ep3_laamps.1001.a
		trigger = { exists = scope:diplomacy_char }
		skill = diplomacy

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.a.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = diplomacy }
		}
		# For the AI, generate their characters here.
		else = {
			ek_ep3_laamps_1001_generate_diplomacy_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = diplomacy }
			ep3_laamps_1001_boost_courtier_opinion_effect = { SKILL = diplomacy }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				highest_skill = diplomacy
				diplomacy >= prowess
			}
		}
	}
	
	# Martial.
	option = {
		name = ep3_laamps.1001.b
		trigger = { exists = scope:martial_char }
		skill = martial

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.b.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = martial }
		}
		# For the AI, generate their characters here.
		else = {
			ek_ep3_laamps_1001_generate_martial_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = martial }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				highest_skill = martial
				martial >= prowess
			}
			modifier = {
				add = 150
				culture = {
					has_cultural_parameter = much_more_likely_to_be_laamps
				}
			}
			modifier = {
				add = 50
				culture = {
					has_cultural_parameter = more_likely_to_be_laamps
				}
			}
		}
	}
	
	# Stewardship.
	option = {
		name = ep3_laamps.1001.c
		trigger = { exists = scope:stewardship_char }
		skill = stewardship

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.c.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = stewardship }
		}
		# For the AI, generate their characters here.
		else = {
			ek_ep3_laamps_1001_generate_stewardship_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = stewardship }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				highest_skill = stewardship
				stewardship >= prowess
			}
		}
	}
	
	# Intrigue.
	option = {
		name = ep3_laamps.1001.d
		trigger = { exists = scope:intrigue_char }
		skill = intrigue

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.d.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = intrigue }
		}
		# For the AI, generate their characters here.
		else = {
			ek_ep3_laamps_1001_generate_intrigue_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = intrigue }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				highest_skill = intrigue
				intrigue >= prowess
			}
		}
	}
	
	# Learning.
	option = {
		name = ep3_laamps.1001.e
		trigger = { exists = scope:learning_char }
		skill = learning

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.e.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = learning }
		}
		# For the AI, generate their characters here.
		else = {
			ek_ep3_laamps_1001_generate_learning_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = learning }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				highest_skill = learning
				learning >= prowess
			}
		}
	}
	
	# Prowess.
	option = {
		name = ep3_laamps.1001.f
		trigger = { exists = scope:prowess_char }
		skill = prowess

		# Label what this means.
		custom_tooltip = ep3_laamps.1001.f.tt
		# For the player, we just add their pregenerated courtiers.
		if = {
			limit = { is_ai = no }
			ep3_laamps_1001_add_courtiers_effect = { SKILL = prowess }
		}
		# For the AI, generate their characters here.
		else = {
			ek_ep3_laamps_1001_generate_prowess_char_effect = yes
			ep3_laamps_1001_add_courtiers_effect = { SKILL = prowess }
		}

		# No stress for mechanical events.
		ai_chance = {
			base = 1
			# AI pick best skill, always.
			modifier = {
				add = 1000
				prowess >= diplomacy
				prowess >= martial
				prowess >= stewardship
				prowess >= intrigue
				prowess >= learning
			}
			modifier = {
				add = 150
				culture = {
					has_cultural_parameter = much_more_likely_to_be_laamps
				}
			}
			modifier = {
				add = 50
				culture = {
					has_cultural_parameter = more_likely_to_be_laamps
				}
			}
		}
	}
	
	# Larry Loner of the Clan McNoMates.
	option = {
		name = ep3_laamps.1001.g

		if = {
			limit = {
				any_courtier = { count <= 0 }
			}
			custom_tooltip = ep3_laamps.1001.g.tt.difficulty
		}
		else = { custom_tooltip = ep3_laamps.1001.g.tt.followers }

		# No stress for mechanical events.
		ai_chance = {
			# Player opt out.
			base = 0
		}
	}
}
# EK ADDITION END

##################################################
# Become Landed - Maintenance
# by Joe Parkin
# 9991 - 9999
##################################################

ep3_laamps.9999 = { # Error suppression
	scope = none
	orphan = yes
	hidden = yes
	trigger = {
		exists = var:ascended_throne_reason
		exists = var:lost_title_reason
	}
	immediate = {
		set_variable = {
			name = lost_title_reason
			value = flag:negotiated
		}
		# Contract animations.
		if = {
			limit = { exists = var:animation }
			# Nothing.
		}
	}
}
