﻿#EK NOTE: removed vanilla references
namespace = travel_events

############################
## Travel Cultural Tradition Events
## 1200-1999
## by Daniel Moore
############################
# travel_events.1200 - Friendly People
# travel_events.1201 - Chivalry
# travel_events.1202 - Hard workers
# travel_events.1203 - Loyal subjects
# travel_events.1204 - Pacifism
# travel_events.1205 - Spartan
# travel_events.1206 - Hunters
# travel_events.1207 - Vegetarians
# travel_events.1208 - Seafaring
# travel_events.1209 - Storytellers
# travel_events.1210 - Music theory
# travel_events.1211 - Poetry
# travel_events.1212 - Fishermen
# travel_events.1213 - Mendicant mystic
# travel_events.1214 - Warrior culture
# travel_events.1215 - Martial admiration
# travel_events.1216 - Philosopher


travel_events.1200 = { #Friendly People
	type = character_event
	title = travel_events.1200.t
	desc = travel_events.1200.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_honorable
	}

	right_portrait = {
		character = scope:local_peasant
		animation = ecstasy
	}
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_xenophilic
			}
		}
		culture = {
			NOT = { has_cultural_tradition = tradition_xenophilic }
		}
		any_culture_global = {
			count >= xenophilic_nr_of_cultures_value
			NOT = { this = root.culture }
			cultural_acceptance = { target = root.culture value >= xenophilic_acceptance_value }
		}
	}
	
	immediate = {
		wayfarer_storyteller_fame_effect = { VALUE = roaming_reward_fame_small }
		create_character = {
			template = generic_peasant_character
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = local_peasant
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1200.a

		set_variable = {
			name = tradition_xenophilic_travel_discount
		}

		custom_tooltip = travel_events.1200.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1    
			}
		}
	}

	option = { 
		name = travel_events.1200.b

		add_character_modifier = {
			modifier = villager_gifts_modifier
			years = 5
		}
		
		add_gold = tiny_gold_value

		stress_impact = {   
			base = medium_stress_impact_loss
			greedy = miniscule_stress_impact_loss
		}

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

travel_events.1201 = { #Chivalry
	type = character_event
	title = travel_events.1201.t
	desc = travel_events.1201.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = happiness
	}

	right_portrait = {
		character = scope:local_knight
		animation = marshal
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_chivalry
			}
		}

		culture = {
			NOT = { has_cultural_tradition = tradition_chivalry }
			#EK DISABLED
			#OR = {
			#	has_cultural_pillar = heritage_brythonic
			#	has_cultural_pillar = heritage_central_germanic
			#	has_cultural_pillar = heritage_frankish
			#	has_cultural_pillar = heritage_goidelic
			#	has_cultural_pillar = heritage_iberian
			#	has_cultural_pillar = heritage_latin
			#	has_cultural_pillar = heritage_west_germanic
			#}
		}
	}

		
	immediate = {
		wayfarer_storyteller_fame_effect = { VALUE = roaming_reward_fame_small }
		root.location = {
			save_scope_as = background_terrain_scope
		}

		create_character = {
			template = new_warrior_character
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			gender_female_chance = {
				if = {
					limit = {
						trigger_if = {
							limit = { has_dlc_feature = diverge_culture }
							root.location.culture = { has_cultural_parameter = martial_custom_male_only_combatant }
						}
						trigger_else = {
							root.location.faith = { has_doctrine_parameter = combatant_must_be_male_if_no_roco }
						}
					}
					add = 0
				}
				else_if = {
					limit = {
						trigger_if = {
							limit = { has_dlc_feature = diverge_culture }
							root.location.culture = { has_cultural_parameter = martial_custom_female_only_combatant }
						}
						trigger_else = {
							root.location.faith = { has_doctrine_parameter = combatant_must_be_female_if_no_roco }
						}
					}
					add = 100
				}
				else = {
					add = 50
				}
			}
			save_scope_as = local_knight
		}
		scope:local_knight = {
			add_character_flag = wear_armor
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1201.a

		set_variable = {
			name = tradition_chivalry_travel_discount
		}

		custom_tooltip = travel_events.1201.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}

	option = { 
		name = travel_events.1201.b

		add_character_modifier = {
			modifier = personal_chivalry_modifier
			years = 5
		}

		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}
	after = {
		scope:local_knight = {
			remove_character_flag = wear_armor
		}
	}
}

travel_events.1202 = { #Hard workers
	type = character_event
	title = travel_events.1202.t
	desc = travel_events.1202.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = thinking
	}
	right_portrait = {
		character = scope:random_peasant 
		animation = personality_honorable
		outfit_tags = { beggar_rags }
		hide_info = yes
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_hard_working
			}
		}

		culture = {
			NOT = { has_cultural_tradition = tradition_hard_working }
		}
	}

		
	immediate = {
		root.location = {
			save_scope_as = background_terrain_scope
		}
		random_pool_character = { # For the portrait in the event, doesn't matter if none is found
			province = root.location
			limit = {
				has_no_particular_noble_roots_trigger = yes
				NOT = { has_trait = devoted }
				culture = root.location.culture
			}
			save_scope_as = random_peasant
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1202.a

		set_variable = {
			name = tradition_hard_working_travel_discount
		}

		custom_tooltip = travel_events.1202.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}

	option = { 
		name = travel_events.1202.b

		root.capital_county = {
			change_development_progress = medium_development_progress_gain
		}

		stress_impact = {   
			greedy = miniscule_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}
}

travel_events.1203 = { #Loyal subjects
	type = character_event
	title = travel_events.1203.t
	desc = travel_events.1203.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_loyal_soldiers
			}
		}

		culture = {
			NOT = { has_cultural_tradition = tradition_loyal_soldiers }
		}
	}
		
	immediate = {
		root.location = {
			save_scope_as = background_terrain_scope
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1203.a

		set_variable = {
			name = tradition_loyal_soldiers_travel_discount
		}

		custom_tooltip = travel_events.1203.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}

	option = { 
		name = travel_events.1203.b

		add_character_modifier = {
			modifier = loyal_attitudes_modifier
			years = 5
		}

		stress_impact = {   
			greedy = miniscule_stress_impact_loss
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}
}

travel_events.1204 = { #Pacifism
	type = character_event
	title = travel_events.1204.t
	desc = travel_events.1204.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_pacifism
			}
		}

		culture = {
			NOR = {
				has_cultural_tradition = tradition_pacifism
				has_cultural_tradition = tradition_winter_warriors
				has_cultural_tradition = tradition_forest_fighters
				has_cultural_tradition = tradition_mountaineers
				has_cultural_tradition = tradition_warriors_of_the_dry
				has_cultural_tradition = tradition_highland_warriors
				has_cultural_tradition = tradition_jungle_warriors
				has_cultural_tradition = tradition_quarrelsome
				has_cultural_tradition = tradition_malleable_invaders
				has_cultural_tradition = tradition_hunters
				has_cultural_tradition = tradition_warrior_culture
				has_cultural_tradition = tradition_martial_admiration
				has_cultural_pillar = ethos_bellicose
			}
		}
	}
		
	immediate = {
		root.location = {
			save_scope_as = background_terrain_scope
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1204.a

		set_variable = {
			name = tradition_pacifism_travel_discount
		}

		custom_tooltip = travel_events.1204.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}

	option = { 
		name = travel_events.1204.b

		add_character_modifier = {
			modifier = pacifist_mindset_modifier
			years = 5
		}

		stress_impact = {   
			greedy = miniscule_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}
}

travel_events.1205 = { #Spartan
	type = character_event
	title = travel_events.1205.t
	desc = travel_events.1205.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_spartan
			}
		}
		culture = {
			NOT = { 
				has_cultural_tradition = tradition_spartan
			}
		}
		NOR = {
			government_has_flag = government_is_tribal
			government_has_flag = government_is_nomadic
		}
	}
		
	immediate = {
		root.location = {
			save_scope_as = background_terrain_scope
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1205.a

		set_variable = {
			name = tradition_spartan_travel_discount
		}

		custom_tooltip = travel_events.1205.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}

	option = { 
		name = travel_events.1205.b

		add_character_modifier = {
			modifier = living_simply_modifier
			years = 5
		}

		stress_impact = {   
			greedy = miniscule_stress_impact_loss
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}
}

travel_events.1206 = { #Hunters
	type = character_event
	title = travel_events.1206.t
	desc = travel_events.1206.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_hunters
			}
		}

		culture = {
			NOT = {
				has_cultural_tradition = tradition_hunters
				has_cultural_tradition = tradition_pacifism
				has_cultural_tradition = tradition_vegetarianism
			}
		}
	}
		
	immediate = {
		root.location = {
			save_scope_as = background_terrain_scope
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1206.a

		set_variable = {
			name = tradition_hunters_travel_discount
		}

		custom_tooltip = travel_events.1206.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -1    
			}
		}
	}

	option = { 
		name = travel_events.1206.b

		trigger = {
			NOT = {
				hunt_lifestyle_track_greater_equal_trigger = { TRACK = hunter GREATER_EQUAL = 100 }
			}
		}

		if = {
			limit = { has_trait = lifestyle_hunter }
			add_trait_xp = {
				trait = lifestyle_hunter
				track = hunter
				value = medium_trait_xp
			}
		}
		else = {
			add_trait = lifestyle_hunter
		}
		random = {
			chance = 5
			give_nickname = nick_the_hunter
		}
		stress_impact = {   
			lazy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1    
			}
		}
	}

	option = { 
		name = travel_events.1206.c

		trigger = {
			hunt_lifestyle_track_greater_equal_trigger = { TRACK = hunter GREATER_EQUAL = 100 }
		}

		add_prestige = major_prestige_value

		stress_impact = {   
			lazy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1    
			}
		}
	}
}

travel_events.1207 = { #Vegetarians
	type = character_event
	title = travel_events.1207.t
	desc = travel_events.1207.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_vegetarianism
			}
		}

		culture = {
			NOT = {
				has_cultural_tradition = tradition_vegetarianism
				has_cultural_tradition = tradition_sacred_hunts
				has_cultural_tradition = tradition_hunters
				#EK DISABLED
				#has_cultural_pillar = heritage_indo_aryan
				#has_cultural_pillar = heritage_dravidian
			}
		}
	}
		
	immediate = {
		wayfarer_storyteller_fame_effect = { VALUE = roaming_reward_fame_very_small }
		root.location = {
			save_scope_as = background_terrain_scope
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1207.a

		set_variable = {
			name = tradition_vegetarianism_travel_discount
		}

		custom_tooltip = travel_events.1207.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}

	option = { 
		name = travel_events.1207.b

		add_character_modifier = {
			modifier = healthy_vegetarian_meal_modifier
			years = 5
		}

		stress_impact = {   
			greedy = miniscule_stress_impact_loss
			wrathful = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_compassion = 1    
			}
		}
	}
}

travel_events.1208 = { #Seafaring
	type = character_event
	title = travel_events.1208.t
	desc = travel_events.1208.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_seafaring
			}
			is_sea_province = yes
		}

		culture = {
			NOT = {
				has_cultural_tradition = tradition_seafaring
				has_cultural_tradition = tradition_fp1_coastal_warriors
			}
		}
		any_held_county = {
			any_county_province = {
				is_coastal = yes
				culture = root.culture
			}
		}
	}
		
	immediate = {
		root.location = {
			save_scope_as = background_terrain_scope
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1208.a

		set_variable = {
			name = tradition_seafaring_travel_discount
		}

		custom_tooltip = travel_events.1208.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -1    
			}
		}
	}

	option = { 
		name = travel_events.1208.b

		add_character_modifier = {
			modifier = fishing_logistics_modifier
			years = 5
		}

		stress_impact = {   
			lazy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1    
			}
		}
	}
}

travel_events.1209 = { #Storytellers
	type = character_event
	title = travel_events.1209.t
	desc = travel_events.1209.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_storytellers
			}
		}

		culture = {
			NOT = {
				has_cultural_tradition = tradition_storytellers
				has_cultural_tradition = tradition_fp1_northern_stories
			}
		}
	}
		
	immediate = {
		wayfarer_storyteller_fame_effect = { VALUE = roaming_reward_fame_medium }
		root.location = {
			save_scope_as = background_terrain_scope
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1209.a

		set_variable = {
			name = tradition_storytellers_travel_discount
		}

		custom_tooltip = travel_events.1209.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -1    
			}
		}
	}

	option = { 
		name = travel_events.1209.b

		add_character_modifier = {
			modifier = told_good_story_modifier
			years = 5
		}

		stress_impact = {   
			lazy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1    
			}
		}
	}
}

travel_events.1210 = { #Music theory
	type = character_event
	title = travel_events.1210.t
	desc = travel_events.1210.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_music_theory
			}
		}

		culture = {
			NOT = { has_cultural_tradition = tradition_music_theory }
		}
		has_ep1_court_positions_dlc_trigger = yes
	}
		
	immediate = {
		wayfarer_storyteller_fame_effect = { VALUE = roaming_reward_fame_small }
		root.location = {
			save_scope_as = background_terrain_scope
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1210.a

		set_variable = {
			name = tradition_music_theory_travel_discount
		}

		custom_tooltip = travel_events.1210.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -1    
			}
		}
	}

	option = { 
		name = travel_events.1210.b

		add_character_modifier = {
			modifier = musically_inspired_modifier
			years = 5
		}

		stress_impact = {   
			lazy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1    
			}
		}
	}
}

travel_events.1211 = { #Poetry
	type = character_event
	title = travel_events.1211.t
	desc = travel_events.1211.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	right_portrait = {
		character = scope:mad_poet 
		animation = chancellor
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_poetry
			}
		}

		culture = {
			NOT = {
				has_cultural_tradition = tradition_poetry
				has_cultural_tradition = tradition_fp1_northern_stories
			}
		}
	}
		
	immediate = {
		wayfarer_storyteller_fame_effect = { VALUE = roaming_reward_fame_very_small }
		root.location = {
			save_scope_as = background_terrain_scope
		}
		if = {
			limit = {
				is_ai = no
			}
			create_character = {
				template = pool_repopulate_diplomacy
				age = { 16 36 }
				dynasty = none
				faith = root.location.faith
				culture = root.location.culture
				location = root.location
				save_scope_as = mad_poet
			}
			scope:mad_poet = {
				if = {
					limit = {
						NOT = {
							has_trait = poet
						}
					}
					add_trait = poet
				}
			}
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1211.a

		set_variable = {
			name = tradition_poetry_travel_discount
		}

		custom_tooltip = travel_events.1211.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -1    
			}
		}
	}

	option = { #Poetry!
		name = travel_events.1211.b

		trigger = {
			NOT = {
				has_trait = poet
			}
		}

		add_trait = poet

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

	option = { #I'm already a poet
		name = travel_events.1211.c

		trigger = {
			has_trait = poet

		}

		add_prestige = medium_prestige_value

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

travel_events.1212 = { #Fishermen
	type = character_event
	title = travel_events.1212.t
	desc = travel_events.1212.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_fishermen
			}
		}

		culture = {
			NOT = { has_cultural_tradition = tradition_fishermen }
		}
		any_held_county = {
			any_county_province = {
				is_coastal = yes
				culture = root.culture
			}
		}
	}
		
	immediate = {
		root.location = {
			save_scope_as = background_terrain_scope
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1212.a

		set_variable = {
			name = tradition_fishermen_travel_discount
		}

		custom_tooltip = travel_events.1212.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -1    
			}
		}
	}

	option = { #Fishing tactics as battle!
		name = travel_events.1212.b

		add_character_modifier = {
			modifier = fishing_logistics_modifier
			years = 5
		}

		stress_impact = {   
			lazy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1    
			}
		}
	}
}

travel_events.1213 = { #Mendicant mystic
	type = character_event
	title = travel_events.1213.t
	desc = travel_events.1213.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_mendicant_mystics
			}
		}

		culture = {
			NOT = { has_cultural_tradition = tradition_mendicant_mystics}
		}
	}
		
	immediate = {
		root.location = {
			save_scope_as = background_terrain_scope
		}
		if = {
			limit = {
				has_trait = lifestyle_mystic
			}
			add_trait_xp = {
				trait = lifestyle_mystic
				value = lifestyle_mystic_xp_gain_minor_value
			}
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1213.a

		set_variable = {
			name = tradition_mendicant_mystics_travel_discount
		}

		custom_tooltip = travel_events.1213.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -1    
			}
		}
	}

	option = { 
		name = travel_events.1213.b

		add_character_modifier = {
			modifier = mystic_wisdom_modifier
			years = 5
		}

		stress_impact = {   
			lazy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1    
			}
		}
	}
}

travel_events.1214 = { #Warrior culture
	type = character_event
	title = travel_events.1214.t
	desc = travel_events.1214.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_warrior_culture
			}
		}

		culture = {
			NOT = {
				has_cultural_tradition = tradition_warrior_culture
				has_cultural_tradition = tradition_fp1_coastal_warriors
				has_cultural_tradition = tradition_pacifism
			}
		}
	}
		
	immediate = {
		wayfarer_storyteller_fame_effect = { VALUE = roaming_reward_fame_small }
		root.location = {
			save_scope_as = background_terrain_scope
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1214.a

		set_variable = {
			name = tradition_warrior_culture_travel_discount
		}

		custom_tooltip = travel_events.1214.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -1    
			}
		}
	}

	option = { 
		name = travel_events.1214.b

		add_character_modifier = {
			modifier = trained_in_warrior_culture_modifier
			years = 5
		}

		stress_impact = {   
			lazy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1    
			}
		}
	}
}

travel_events.1215 = { #Martial admiration
	type = character_event
	title = travel_events.1215.t
	desc = travel_events.1215.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}
	override_background = { reference = feast}
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_travelling = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_martial_admiration
			}
		}

		culture = {
			NOT = {
				has_cultural_tradition = tradition_martial_admiration
				has_cultural_tradition = tradition_pacifism
				has_cultural_tradition = tradition_futuwaa
				has_cultural_tradition = tradition_druzhina
				has_cultural_tradition = tradition_chanson_de_geste
				#EK DISABLED
				#has_cultural_pillar = heritage_iranian
				#has_cultural_pillar = heritage_frankish
				#has_cultural_pillar = heritage_east_slavic
			}
		}
	}
		
	immediate = {
		wayfarer_storyteller_fame_effect = { VALUE = roaming_reward_fame_medium }
		root.location = {
			save_scope_as = background_terrain_scope
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1215.a

		set_variable = {
			name = tradition_martial_admiration_travel_discount
		}

		custom_tooltip = travel_events.1215.a.tt

		stress_impact = {   
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -1    
			}
		}
	}

	option = { 
		name = travel_events.1215.b

		add_character_modifier = {
			modifier = training_hard_modifier
			years = 1
		}

		stress_impact = {   
			lazy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1    
			}
		}
	}
}

travel_events.1216 = { #Philosopher
	type = character_event
	title = travel_events.1216.t
	desc = travel_events.1216.desc
	theme = travel
	left_portrait = {
		character = root 
		animation = personality_rational
	}

	right_portrait = {
		character = scope:local_philosopher
		animation = laugh
	}
	override_background = { reference = terrain_scope }
	cooldown = { years = 10 }
	trigger = {
		is_available_travelling_adult = yes
		is_landed = yes
		is_location_valid_for_travel_event_on_land = yes
		location = {
			culture = {
				has_cultural_tradition = tradition_philosopher_culture
			}
		}

		culture = {
			NOT = {
				has_cultural_tradition = tradition_philosopher_culture 
				has_cultural_tradition = tradition_warrior_culture
				has_cultural_pillar = ethos_bellicose
			}
		}
	}
		
	immediate = {
		wayfarer_storyteller_fame_effect = { VALUE = roaming_reward_fame_very_small }
		root.location = {
			save_scope_as = background_terrain_scope
		}

		create_character = {
			template = default_mystic_character
			location = root.location
			culture = root.location.culture
			faith = root.location.faith
			save_scope_as = local_philosopher
		}
	}

	option = { #We should consider adopting this
		name = travel_events.1216.a

		set_variable = {
			name = tradition_philosopher_culture_travel_discount
		}

		custom_tooltip = travel_events.1216.a.tt

		stress_impact = {   
			impatient = miniscule_stress_impact_gain
			arrogant = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = -1    
			}
		}
	}

	option = { 
		name = travel_events.1216.b

		add_character_modifier = {
			modifier = philosophical_musings_modifier
			years = 5
		}

		stress_impact = {   
			lazy = miniscule_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_energy = 1    
			}
		}
	}
}
