﻿@stressmajor = 30
@stressminor = 10
@stressdecrease = -10

namespace = gpt_olympia_animal_archetype

#by Olympia
gpt_olympia_animal_archetype.1000 = { #Assign all starting characters with archetypes
	hidden = yes
	scope = none

	immediate = {
		every_living_character = {
			if = {
				limit = {
					age >= 16
					NOT = { gpt_has_animal_archetype = yes }
				}
				gpt_assign_random_animal_archetype = yes
			}
		}
	}
}

gpt_olympia_animal_archetype.1001 = { #Check when someone joins the court
	type = character_event
	hidden = yes

	trigger = {
		NOT = { gpt_has_animal_archetype = yes }
		age >= 16
	}

	immediate = {
		if = {
			limit = {
				gpt_has_animal_archetype = no
			}
			gpt_assign_random_animal_archetype = yes
		}
	}
}

gpt_olympia_animal_archetype.1002 = { #Change your personality archetype
	type = character_event
	title = gpt_olympia_animal_archetype.1002.t
	desc = gpt_olympia_animal_archetype.1002.desc
	theme = diplomacy
	left_portrait = {
		character = scope:actor
		animation = thinking
	}

	immediate = {
		if = {
			limit = { has_trait = gpt_badger }
			add_character_flag = removed_badger
			remove_trait = gpt_badger
		}
		else_if = {
			limit = { has_trait = gpt_bear }
			add_character_flag = removed_bear
			remove_trait = gpt_bear
		}
		else_if = {
			limit = { has_trait = gpt_bee }
			add_character_flag = removed_bee
			remove_trait = gpt_bee
		}
		else_if = {
			limit = { has_trait = gpt_blackswan }
			add_character_flag = removed_blackswan
			remove_trait = gpt_blackswan
		}
		else_if = {
			limit = { has_trait = gpt_bull }
			add_character_flag = removed_bull
			remove_trait = gpt_bull
		}
		else_if = {
			limit = { has_trait = gpt_butterfly }
			add_character_flag = removed_butterfly
			remove_trait = gpt_butterfly
		}
		else_if = {
			limit = { has_trait = gpt_cat }
			add_character_flag = removed_cat
			remove_trait = gpt_cat
		}
		else_if = {
			limit = { has_trait = gpt_crocodile }
			add_character_flag = removed_crocodile
			remove_trait = gpt_crocodile
		}
		else_if = {
			limit = { has_trait = gpt_crow }
			add_character_flag = removed_crow
			remove_trait = gpt_crow
		}
		else_if = {
			limit = { has_trait = gpt_dog }
			add_character_flag = removed_dog
			remove_trait = gpt_dog
		}
		else_if = {
			limit = { has_trait = gpt_dove }
			add_character_flag = removed_dove
			remove_trait = gpt_dove
		}
		else_if = {
			limit = { has_trait = gpt_dragon }
			add_character_flag = removed_dragon
			remove_trait = gpt_dragon
		}
		else_if = {
			limit = { has_trait = gpt_eagle }
			add_character_flag = removed_eagle
			remove_trait = gpt_eagle
		}
		else_if = {
			limit = { has_trait = gpt_elephant }
			add_character_flag = removed_elephant
			remove_trait = gpt_elephant
		}
		else_if = {
			limit = { has_trait = gpt_fox }
			add_character_flag = removed_fox
			remove_trait = gpt_fox
		}
		else_if = {
			limit = { has_trait = gpt_hog }
			add_character_flag = removed_hog
			remove_trait = gpt_hog
		}
		else_if = {
			limit = { has_trait = gpt_lamb }
			add_character_flag = removed_lamb
			remove_trait = gpt_lamb
		}
		else_if = {
			limit = { has_trait = gpt_leopard }
			add_character_flag = removed_leopard
			remove_trait = gpt_leopard
		}
		else_if = {
			limit = { has_trait = gpt_lion }
			add_character_flag = removed_lion
			remove_trait = gpt_lion
		}
		else_if = {
			limit = { has_trait = gpt_owl }
			add_character_flag = removed_owl
			remove_trait = gpt_owl
		}
		else_if = {
			limit = { has_trait = gpt_peacock }
			add_character_flag = removed_peacock
			remove_trait = gpt_peacock
		}
		else_if = {
			limit = { has_trait = gpt_bunny }
			add_character_flag = removed_bunny
			remove_trait = gpt_bunny
		}
		else_if = {
			limit = { has_trait = gpt_goat }
			add_character_flag = removed_goat
			remove_trait = gpt_goat
		}
		else_if = {
			limit = { has_trait = gpt_rat }
			add_character_flag = removed_rat
			remove_trait = gpt_rat
		}
		else_if = {
			limit = { has_trait = gpt_scorpion }
			add_character_flag = removed_scorpion
			remove_trait = gpt_scorpion
		}
		else_if = {
			limit = { has_trait = gpt_snake }
			add_character_flag = removed_snake
			remove_trait = gpt_snake
		}
		else_if = {
			limit = { has_trait = gpt_stag }
			add_character_flag = removed_stag
			remove_trait = gpt_stag
		}
		else_if = {
			limit = { has_trait = gpt_stallion }
			add_character_flag = removed_stallion
			remove_trait = gpt_stallion
		}
		else_if = {
			limit = { has_trait = gpt_stork }
			add_character_flag = removed_stork
			remove_trait = gpt_stork
		}
		else_if = {
			limit = { has_trait = gpt_swan }
			add_character_flag = removed_swan
			remove_trait = gpt_swan
		}
		else_if = {
			limit = { has_trait = gpt_tiger }
			add_character_flag = removed_tiger
			remove_trait = gpt_tiger
		}
		else_if = {
			limit = { has_trait = gpt_vulture }
			add_character_flag = removed_vulture
			remove_trait = gpt_vulture
		}
		else_if = {
			limit = { has_trait = gpt_weasel }
			add_character_flag = removed_weasel
			remove_trait = gpt_weasel
		}
		else_if = {
			limit = { has_trait = gpt_wolf }
			add_character_flag = removed_wolf
			remove_trait = gpt_wolf
		}
	}

	option = {
		name = gpt_olympia_animal_archetype.1002.a

		scope:actor = {
			gptev_massive_prestige_loss = yes
			gptev_remove_medium_gold_value = yes
			hidden_effect = { gpt_assign_random_animal_archetype = yes }
			add_character_flag = changed_archetype
		}
		custom_tooltip = gpt_olympia_animal_archetype.1002.a.tooltip
	}
	
	option = {
		name = gpt_olympia_animal_archetype.1002.b	#Nevermind, keep the archetype
		
		if = {
			limit = { has_character_flag = removed_badger }
			add_trait = gpt_badger
			remove_character_flag = removed_badger
		}
		else_if = {
			limit = { has_character_flag = removed_bear }
			add_trait = gpt_bear
			remove_character_flag = removed_bear
		}
		else_if = {
			limit = { has_character_flag = removed_bee }
			add_trait = gpt_bee
			remove_character_flag = removed_bee
		}
		else_if = {
			limit = { has_character_flag = removed_blackswan }
			add_trait = gpt_blackswan
			remove_character_flag = removed_blackswan
		}
		else_if = {
			limit = { has_character_flag = removed_bull }
			add_trait = gpt_bull
			remove_character_flag = removed_bull
		}
		else_if = {
			limit = { has_character_flag = removed_butterfly }
			add_trait = gpt_butterfly
			remove_character_flag = removed_butterfly
		}
		else_if = {
			limit = { has_character_flag = removed_cat }
			add_trait = gpt_cat
			remove_character_flag = removed_cat
		}
		else_if = {
			limit = { has_character_flag = removed_crocodile }
			add_trait = gpt_crocodile
			remove_character_flag = removed_crocodile
		}
		else_if = {
			limit = { has_character_flag = removed_crow }
			add_trait = gpt_crow
			remove_character_flag = removed_crow
		}
		else_if = {
			limit = { has_character_flag = removed_dog }
			add_trait = gpt_dog
			remove_character_flag = removed_dog
		}
		else_if = {
			limit = { has_character_flag = removed_dove }
			add_trait = gpt_dove
			remove_character_flag = removed_dove
		}
		else_if = {
			limit = { has_character_flag = removed_dragon }
			add_trait = gpt_dragon
			remove_character_flag = removed_dragon
		}
		else_if = {
			limit = { has_character_flag = removed_eagle }
			add_trait = gpt_eagle
			remove_character_flag = removed_eagle
		}
		else_if = {
			limit = { has_character_flag = removed_elephant }
			add_trait = gpt_elephant
			remove_character_flag = removed_elephant
		}
		else_if = {
			limit = { has_character_flag = removed_fox }
			add_trait = gpt_fox
			remove_character_flag = removed_fox
		}
		else_if = {
			limit = { has_character_flag = removed_hog }
			add_trait = gpt_hog
			remove_character_flag = removed_hog
		}
		else_if = {
			limit = { has_character_flag = removed_lamb }
			add_trait = gpt_lamb
			remove_character_flag = removed_lamb
		}
		else_if = {
			limit = { has_character_flag = removed_leopard }
			add_trait = gpt_leopard
			remove_character_flag = removed_leopard
		}
		else_if = {
			limit = { has_character_flag = removed_lion }
			add_trait = gpt_lion
			remove_character_flag = removed_lion
		}
		else_if = {
			limit = { has_character_flag = removed_owl }
			add_trait = gpt_owl
			remove_character_flag = removed_owl
		}
		else_if = {
			limit = { has_character_flag = removed_peacock }
			add_trait = gpt_peacock
			remove_character_flag = removed_peacock
		}
		else_if = {
			limit = { has_character_flag = removed_bunny }
			add_trait = gpt_bunny
			remove_character_flag = removed_bunny
		}
		else_if = {
			limit = { has_character_flag = removed_goat }
			add_trait = gpt_goat
			remove_character_flag = removed_goat
		}
		else_if = {
			limit = { has_character_flag = removed_rat }
			add_trait = gpt_rat
			remove_character_flag = removed_rat
		}
		else_if = {
			limit = { has_character_flag = removed_scorpion }
			add_trait = gpt_scorpion
			remove_character_flag = removed_scorpion
		}
		else_if = {
			limit = { has_character_flag = removed_snake }
			add_trait = gpt_snake
			remove_character_flag = removed_snake
		}
		else_if = {
			limit = { has_character_flag = removed_stag }
			add_trait = gpt_stag
			remove_character_flag = removed_stag
		}
		else_if = {
			limit = { has_character_flag = removed_stallion }
			add_trait = gpt_stallion
			remove_character_flag = removed_stallion
		}
		else_if = {
			limit = { has_character_flag = removed_stork }
			add_trait = gpt_stork
			remove_character_flag = removed_stork
		}
		else_if = {
			limit = { has_character_flag = removed_swan }
			add_trait = gpt_swan
			remove_character_flag = removed_swan
		}
		else_if = {
			limit = { has_character_flag = removed_tiger }
			add_trait = gpt_tiger
			remove_character_flag = removed_tiger
		}
		else_if = {
			limit = { has_character_flag = removed_vulture }
			add_trait = gpt_vulture
			remove_character_flag = removed_vulture
		}
		else_if = {
			limit = { has_character_flag = removed_weasel }
			add_trait = gpt_weasel
			remove_character_flag = removed_weasel
		}
		else_if = {
			limit = { has_character_flag = removed_wolf }
			add_trait = gpt_wolf
			remove_character_flag = removed_wolf
		}
	}
}


namespace = gpt_personality_brave

########################
# Brave Event #
########################

gpt_personality_brave.0001 = {
	type = character_event
	title = gpt_personality_brave.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_brave.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_brave.0001_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	trigger = {
        health >= 1.5
        is_imprisoned = no
        is_incapable = no
        is_travelling = no
        is_in_army = no
    }

	left_portrait = {
		character = root
		animation = throne_room_two_handed_passive_1
	}

	option = {	# I shall face this danger myself
		trigger = { has_trait = brave }
		name = gpt_personality_brave.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_brave.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_brave.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_brave_opinion_gain_effect_ns = yes
		gptc_craven_opinion_loss_effect_ns = yes
	}
	option = {	# Let others handle this
		name = gpt_personality_brave.0001.b
		stress_impact = {
			brave = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_craven_opinion_gain_effect_ns = yes
		gptc_brave_opinion_loss_effect_ns = yes
	}
}

gpt_personality_brave.0002 = {
	type = character_event
	title = gpt_personality_brave.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_brave.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_brave.0002_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = wilderness
	}

	immediate = {
		random_list = {
			20 = {
				modifier = { add = prowess }
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 3
				}
			}
			45 = {
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 4
				}
			}
			15 = {
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 5
				}
			}
		}
	}

	left_portrait = {
		character = root
		animation = aggressive_sword
	}

	option = {	# The thrill of danger!
		name = gpt_personality_brave.0002.a
		custom_tooltip = {
			text = gpt_personality_brave.0002.a.tt
		}
		gptev_add_prestige_medium = yes
		stress_impact = {
			brave = @stressminor
		}
	}
}

gpt_personality_brave.0003 = {
	type = character_event
	title = gpt_personality_brave.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_brave.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_brave.0003_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = wilderness
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_legendary_hunter
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = war_over_win
	}

	option = {
		name = gpt_personality_brave.0003.a
		custom_tooltip = {
			text = gpt_personality_brave.0003.a.tt
		}
		gptev_add_prestige_medium = yes
		stress_impact = {
			brave = @stressdecrease
		}
	}
}

namespace = gpt_personality_craven

########################
# Craven Event #
########################

gpt_personality_craven.0001 = {
	type = character_event
	title = gpt_personality_craven.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_craven.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_craven.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
        health >= 1.5
        is_imprisoned = no
        is_incapable = no
        is_travelling = no
        is_in_army = no
    }

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# I should stay where it's safe
		trigger = { has_trait = craven }
		name = gpt_personality_craven.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_craven.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_craven.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_craven_opinion_gain_effect_ns = yes
		gptc_brave_opinion_loss_effect_ns = yes
	}
	option = {	# I must overcome this fear
		name = gpt_personality_craven.0001.b
		stress_impact = {
			craven = @stressmajor
		}
		random = {
			chance = 20
			add_character_modifier = {
				modifier = gpt_minor_injury
				years = 3
			}
		}
		ai_chance = { base = 0 }
		gptc_brave_opinion_gain_effect_ns = yes
		gptc_craven_opinion_loss_effect_ns = yes
	}
}

gpt_personality_craven.0002 = {
	type = character_event
	title = gpt_personality_craven.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_craven.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_craven.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {
		name = gpt_personality_craven.0002.a
		custom_tooltip = {
			text = gpt_personality_craven.0002.a.tt
		}
		stress_impact = {
			craven = @stressminor
		}
		add_character_modifier = {
			modifier = gpt_coward_rumors
			years = 5
		}
	}
}

gpt_personality_craven.0003 = {
	type = character_event
	title = gpt_personality_craven.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_craven.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_craven.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}
	
	immediate = {
		add_character_modifier = {
			modifier = gpt_prudent_leader
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_craven.0003.a
		custom_tooltip = {
			text = gpt_personality_craven.0003.a.tt
		}
		stress_impact = {
			craven = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_wrathful

########################
# Wrathful Event #
########################

gpt_personality_wrathful.0001 = {
	type = character_event
	title = gpt_personality_wrathful.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wrathful.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wrathful.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = rage
	}

	option = {	# They will learn to fear me!
		trigger = { has_trait = wrathful }
		name = gpt_personality_wrathful.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_wrathful.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_wrathful.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
	option = {	# I must control my rage
		name = gpt_personality_wrathful.0001.b
		stress_impact = {
			wrathful = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
}

gpt_personality_wrathful.0002 = {
	type = character_event
	title = gpt_personality_wrathful.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wrathful.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wrathful.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_temper_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
				gptev_add_dread_tiny = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_gigantic = yes
				gptev_add_dread_medium = yes
			}
			30 = {
				# severe consequences
				gptev_remove_prestige_enormous = yes
				gptev_add_dread_huge = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = aggressive_dagger
	}

	option = {	# They deserved every word!
		name = gpt_personality_wrathful.0002.a
		custom_tooltip = {
			text = gpt_personality_wrathful.0002.a.tt
		}
		stress_impact = {
			wrathful = @stressminor
		}
	}
}

gpt_personality_wrathful.0003 = {
	type = character_event
	title = gpt_personality_wrathful.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wrathful.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wrathful.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_fearsome_justice
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {
		name = gpt_personality_wrathful.0003.a
		custom_tooltip = {
			text = gpt_personality_wrathful.0003.a.tt
		}
		stress_impact = {
			wrathful = @stressdecrease
		}
		gptev_add_prestige_medium = yes
		gptev_add_dread_medium = yes
	}
}

namespace = gpt_personality_calm

########################
# Calm Event #
########################

gpt_personality_calm.0001 = {
	type = character_event
	title = gpt_personality_calm.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_calm.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_calm.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# A measured response is best
		trigger = { has_trait = calm }
		name = gpt_personality_calm.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_calm.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_calm.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
	option = {	# This demands immediate action!
		name = gpt_personality_calm.0001.b
		stress_impact = {
			calm = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
}

gpt_personality_calm.0002 = {
	type = character_event
	title = gpt_personality_calm.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_calm.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_calm.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_missed_opportunity
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_tiny = yes
				gptev_remove_dread_tiny = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_medium = yes
				gptev_remove_dread_medium = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {	# Missed Opportunity
		name = gpt_personality_calm.0002.a
		custom_tooltip = {
			text = gpt_personality_calm.0002.a.tt
		}
		stress_impact = {
			calm = @stressminor
		}
	}
}

gpt_personality_calm.0003 = {
	type = character_event
	title = gpt_personality_calm.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_calm.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_calm.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_masterful_patience
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_calm.0003.a
		custom_tooltip = {
			text = gpt_personality_calm.0003.a.tt
		}
		stress_impact = {
			calm = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_lustful

########################
# Lustful Event #
########################

gpt_personality_lustful.0001 = {
	type = character_event
	title = gpt_personality_lustful.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lustful.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lustful.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = tavern
	}

	trigger = {
        health >= 1.5
        is_imprisoned = no
        is_incapable = no
        is_travelling = no
        is_in_army = no
    }

	left_portrait = {
		character = root
		animation = stress
	}

	option = {	# I could use the company
		trigger = { has_trait = lustful }
		name = gpt_personality_lustful.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_lustful.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_lustful.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
	option = {	# I do not need the company!
		name = gpt_personality_lustful.0001.b
		stress_impact = {
			lustful = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
}

gpt_personality_lustful.0002 = {
	type = character_event
	title = gpt_personality_lustful.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lustful.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lustful.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = tavern
	}

	immediate = {
		if = {
			limit = {
				OR = {
					AND = { is_male = yes has_sexuality = heterosexual }
					AND = { is_female = yes has_sexuality = homosexual }
				}
			}
			create_character = {
				age = { 16 28 }
				gender = female
				dynasty = none
				location = root.location
				faith = root.faith
				culture = root.culture
				random_traits = yes
				after_creation = {
					random_list = {
						5 = { add_trait = beauty_good_2 }
						20 = { add_trait = beauty_good_1 }
						75 = { }
					}
					if = {
						limit = {
							has_trait = dwarf
						}
						remove_trait = dwarf
					}
					if = {
						limit = {
							has_trait = scaly
						}
						remove_trait = scaly
					}
					if = {
						limit = {
							has_trait = giant
						}
						remove_trait = giant
					}
					if = {
						limit = {
							has_trait = chaste
						}
						remove_trait = chaste
						add_trait = lustful
					}
				}
				save_scope_as = prostitute_character
			}
		}
		if = {
			limit = {
				OR = {
					AND = { is_male = no has_sexuality = heterosexual }
					AND = { is_female = no has_sexuality = homosexual }
				}
			}
			create_character = {
				age = { 16 28 }
				gender = male
				dynasty = none
				location = root.location
				faith = root.faith
				culture = root.culture
				random_traits = yes
				after_creation = {
					random_list = {
						5 = { add_trait = beauty_good_2 }
						20 = { add_trait = beauty_good_1 }
						75 = { }
					}
					if = {
						limit = {
							has_trait = dwarf
						}
						remove_trait = dwarf
					}
					if = {
						limit = {
							has_trait = scaly
						}
						remove_trait = scaly
					}
					if = {
						limit = {
							has_trait = giant
						}
						remove_trait = giant
					}
					if = {
						limit = {
							has_trait = chaste
						}
						remove_trait = chaste
						add_trait = lustful
					}
				}
				save_scope_as = prostitute_character
			}
		}
		if = {
			limit = {
				has_sexuality = bisexual
			}
			create_character = {
				age = { 16 28 }
				gender_female_chance = 50
				dynasty = none
				location = root.location
				faith = root.faith
				culture = root.culture
				random_traits = yes
				after_creation = {
					random_list = {
						5 = { add_trait = beauty_good_2 }
						20 = { add_trait = beauty_good_1 }
						75 = { }
					}
					if = {
						limit = {
							has_trait = dwarf
						}
						remove_trait = dwarf
					}
					if = {
						limit = {
							has_trait = scaly
						}
						remove_trait = scaly
					}
					if = {
						limit = {
							has_trait = giant
						}
						remove_trait = giant
					}
					if = {
						limit = {
							has_trait = chaste
						}
						remove_trait = chaste
						add_trait = lustful
					}
				}
				save_scope_as = prostitute_character
			}
		}
	}
	left_portrait = {
		character = scope:prostitute_character
		animation = shame
	}
	right_portrait = {
		character = root
		animation = dismissal
	}
	option = {	#  What a wonderful time!
		name = gpt_personality_lustful.0002.a
		custom_tooltip = {
			text = gpt_personality_lustful.0002.a.tt
		}
		stress_impact = {
			lustful = @stressminor
		}
		gptev_remove_prestige_large = yes
		add_courtier = scope:prostitute_character
		if = {
			limit = {
				is_male = yes
				scope:prostitute_character = { is_female = yes is_pregnant = no fertility >= 0.2 }
			}
			random = {
				chance = 50
				scope:prostitute_character = { 
					make_pregnant = { father = root known_bastard = yes }
					if = {
						limit = { is_pregnant = yes }
						add_character_flag = { flag = no_pregnancy_blocker days = 61 }
					}
				}
			}
		}
		if = {
			limit = {
				is_female = yes
				is_pregnant = no
				fertility >= 0.2
				scope:prostitute_character = { is_male = yes }
			}
			random = {
				chance = 50
				make_pregnant = { father = scope:prostitute_character known_bastard = yes }
				if = {
					limit = { is_pregnant = yes }
					add_character_flag = { flag = no_pregnancy_blocker days = 61 }
				}
			}
		}
	}
}

gpt_personality_lustful.0003 = {
	type = character_event
	title = gpt_personality_lustful.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lustful.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lustful.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = tavern
	}

	immediate = {
		if = {
			limit = {
				OR = {
					AND = { is_male = yes has_sexuality = heterosexual }
					AND = { is_female = yes has_sexuality = homosexual }
				}
			}
			create_character = {
				age = { 16 28 }
				gender = female
				dynasty = none
				location = root.location
				faith = root.faith
				culture = root.culture
				random_traits = yes
				after_creation = {
					random_list = {
						5 = { add_trait = beauty_good_2 }
						20 = { add_trait = beauty_good_1 }
						75 = { }
					}
					if = {
						limit = {
							has_trait = dwarf
						}
						remove_trait = dwarf
					}
					if = {
						limit = {
							has_trait = scaly
						}
						remove_trait = scaly
					}
					if = {
						limit = {
							has_trait = giant
						}
						remove_trait = giant
					}
					if = {
						limit = {
							has_trait = chaste
						}
						remove_trait = chaste
						add_trait = lustful
					}
				}
				save_scope_as = prostitute_character
			}
		}
		if = {
			limit = {
				OR = {
					AND = { is_male = no has_sexuality = heterosexual }
					AND = { is_female = no has_sexuality = homosexual }
				}
			}
			create_character = {
				age = { 16 28 }
				gender = male
				dynasty = none
				location = root.location
				faith = root.faith
				culture = root.culture
				random_traits = yes
				after_creation = {
					random_list = {
						5 = { add_trait = beauty_good_2 }
						20 = { add_trait = beauty_good_1 }
						75 = { }
					}
					if = {
						limit = {
							has_trait = dwarf
						}
						remove_trait = dwarf
					}
					if = {
						limit = {
							has_trait = scaly
						}
						remove_trait = scaly
					}
					if = {
						limit = {
							has_trait = giant
						}
						remove_trait = giant
					}
					if = {
						limit = {
							has_trait = chaste
						}
						remove_trait = chaste
						add_trait = lustful
					}
				}
				save_scope_as = prostitute_character
			}
		}
		if = {
			limit = {
				has_sexuality = bisexual
			}
			create_character = {
				age = { 16 28 }
				gender_female_chance = 50
				dynasty = none
				location = root.location
				faith = root.faith
				culture = root.culture
				random_traits = yes
				after_creation = {
					random_list = {
						5 = { add_trait = beauty_good_2 }
						20 = { add_trait = beauty_good_1 }
						75 = { }
					}
					if = {
						limit = {
							has_trait = dwarf
						}
						remove_trait = dwarf
					}
					if = {
						limit = {
							has_trait = scaly
						}
						remove_trait = scaly
					}
					if = {
						limit = {
							has_trait = giant
						}
						remove_trait = giant
					}
					if = {
						limit = {
							has_trait = chaste
						}
						remove_trait = chaste
						add_trait = lustful
					}
				}
				save_scope_as = prostitute_character
			}
		}
	}
	left_portrait = {
		character = scope:prostitute_character
		animation = flirtation
	}
	right_portrait = {
		character = root
		animation = admiration
	}
	option = {
		name = gpt_personality_lustful.0003.a
		custom_tooltip = {
			text = gpt_personality_lustful.0003.a.tt
		}
		stress_impact = {
			lustful = @stressdecrease
		}
		add_courtier = scope:prostitute_character
		if = {
			limit = {
				is_male = yes
				scope:prostitute_character = { is_female = yes is_pregnant = no fertility >= 0.2 }
			}
			random = {
				chance = 50
				scope:prostitute_character = { 
					make_pregnant = { father = root known_bastard = yes }
					if = {
						limit = { is_pregnant = yes }
						add_character_flag = { flag = no_pregnancy_blocker days = 61 }
					}
				}
			}
		}
		if = {
			limit = {
				is_female = yes
				is_pregnant = no
				fertility >= 0.2
				scope:prostitute_character = { is_male = yes }
			}
			random = {
				chance = 50
				make_pregnant = { father = scope:prostitute_character known_bastard = yes }
				if = {
					limit = { is_pregnant = yes }
					add_character_flag = { flag = no_pregnancy_blocker days = 61 }
				}
			}
		}
	}
}

namespace = gpt_personality_chaste

########################
# Chaste Event #
########################

gpt_personality_chaste.0001 = {
	type = character_event
	title = gpt_personality_chaste.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_chaste.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_chaste.0001_v2.desc
			}
		}
	}
	theme = faith
	override_background = {
		reference = throne_room
	}

	trigger = {
        health >= 1.5
        is_imprisoned = no
        is_incapable = no
        is_travelling = no
        is_in_army = no
    }

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# I shall take a vow of celibacy
		trigger = { has_trait = chaste }
		name = gpt_personality_chaste.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_chaste.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_chaste.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
	option = {	# I cannot abandon my dynastic duties
		name = gpt_personality_chaste.0001.b
		stress_impact = {
			chaste = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
}

gpt_personality_chaste.0002 = {
	type = character_event
	title = gpt_personality_chaste.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_chaste.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_chaste.0002_v2.desc
			}
		}
	}
	theme = faith
	override_background = {
		reference = temple
	}

	left_portrait = {
		character = root
		animation = prayer
	}

	option = {	# I have found true peace
		name = gpt_personality_chaste.0002.a
		custom_tooltip = {
			text = gpt_personality_chaste.0002.a.tt
		}
		add_character_modifier = {
			modifier = gpt_vow_of_celibacy
			years = 5
		}
		stress_impact = {
			chaste = @stressminor
		}
		gptev_add_piety_small = yes
	}
}

gpt_personality_chaste.0003 = {
	type = character_event
	title = gpt_personality_chaste.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_chaste.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_chaste.0003_v2.desc
			}
		}
	}
	theme = faith
	override_background = {
		reference = temple
	}
	
	immediate = {
		add_character_modifier = {
			modifier = gpt_pious_devotion
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = prayer
	}

	option = {
		name = gpt_personality_chaste.0003.a
		custom_tooltip = {
			text = gpt_personality_chaste.0003.a.tt
		}
		add_character_modifier = {
			modifier = gpt_vow_of_celibacy
			years = 5
		}
		stress_impact = {
			chaste = @stressdecrease
		}
		gptev_add_piety_small = yes
	}
}


namespace = gpt_personality_content

########################
# Content Event #
########################

gpt_personality_content.0001 = {
	type = character_event
	title = gpt_personality_content.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_content.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_content.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = boredom
	}

	option = {	# What I have is enough
		trigger = { has_trait = content }
		name = gpt_personality_content.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_content.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_content.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_craven_opinion_gain_effect_ns = yes
		gptc_brave_opinion_loss_effect_ns = yes
	}
	option = {	# I must seize this opportunity
		name = gpt_personality_content.0001.b
		stress_impact = {
			content = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_brave_opinion_gain_effect_ns = yes
		gptc_craven_opinion_loss_effect_ns = yes
	}
}

gpt_personality_content.0002 = {
	type = character_event
	title = gpt_personality_content.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_content.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_content.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_stagnant_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_huge = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_colossal = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {	# I am satisfied with what I have
		name = gpt_personality_content.0002.a
		custom_tooltip = {
			text = gpt_personality_content.0002.a.tt
		}
		stress_impact = {
			content = @stressminor
		}
	}
}

gpt_personality_content.0003 = {
	type = character_event
	title = gpt_personality_content.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_content.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_content.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_wise_steward
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_content.0003.a
		custom_tooltip = {
			text = gpt_personality_content.0003.a.tt
		}
		stress_impact = {
			content = @stressdecrease
		}
		gptev_add_gold_small = yes
	}
}

namespace = gpt_personality_ambitious

########################
# Ambitious Event #
########################

gpt_personality_ambitious.0001 = {
	type = character_event
	title = gpt_personality_ambitious.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_ambitious.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_ambitious.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = chess_cocky
	}

	option = {	# I will reach for greatness
		trigger = { has_trait = ambitious }
		name = gpt_personality_ambitious.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_ambitious.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_ambitious.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_brave_opinion_gain_effect_ns = yes
		gptc_craven_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps I should be patient
		name = gpt_personality_ambitious.0001.b
		stress_impact = {
			ambitious = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_craven_opinion_gain_effect_ns = yes
		gptc_brave_opinion_loss_effect_ns = yes
	}
}

gpt_personality_ambitious.0002 = {
	type = character_event
	title = gpt_personality_ambitious.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_ambitious.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_ambitious.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_reckless_schemer
			years = 5
		}
		random_list = {
			35 = {
				# Minor consequences
				gptev_remove_prestige_tiny = yes
			}
			40 = {
				# Moderate consequences
				gptev_remove_prestige_medium = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_huge = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# The price of ambition
		name = gpt_personality_ambitious.0002.a
		custom_tooltip = {
			text = gpt_personality_ambitious.0002.a.tt
		}
		stress_impact = {
			ambitious = @stressminor
		}
	}
}

gpt_personality_ambitious.0003 = {
	type = character_event
	title = gpt_personality_ambitious.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_ambitious.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_ambitious.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_visionary_leader
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {
		name = gpt_personality_ambitious.0003.a
		custom_tooltip = {
			text = gpt_personality_ambitious.0003.a.tt
		}
		stress_impact = {
			ambitious = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}


namespace = gpt_personality_diligent

########################
# Diligent Event #
########################

gpt_personality_diligent.0001 = {
	type = character_event
	title = gpt_personality_diligent.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_diligent.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_diligent.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# I must perfect every detail myself
		trigger = { has_trait = diligent }
		name = gpt_personality_diligent.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_diligent.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_diligent.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_diligent_opinion_gain_effect_ns = yes
		gptc_lazy_opinion_loss_effect_ns = yes
	}
	option = {	# I should delegate and rest
		name = gpt_personality_diligent.0001.b
		stress_impact = {
			diligent = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_lazy_opinion_gain_effect_ns = yes
		gptc_diligent_opinion_loss_effect_ns = yes
	}
}

gpt_personality_diligent.0002 = {
	type = character_event
	title = gpt_personality_diligent.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_diligent.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_diligent.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_exhausted_from_overwork
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = stress
	}

	option = {	# It was necessary
		name = gpt_personality_diligent.0002.a
		custom_tooltip = {
			text = gpt_personality_diligent.0002.a.tt
		}
		stress_impact = {
			diligent = @stressminor
		}
	}
}

gpt_personality_diligent.0003 = {
	type = character_event
	title = gpt_personality_diligent.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_diligent.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_diligent.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_masterful_administrator
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_diligent.0003.a
		custom_tooltip = {
			text = gpt_personality_diligent.0003.a.tt
		}
		stress_impact = {
			diligent = @stressdecrease
		}
		gptev_add_gold_small = yes
	}
}

namespace = gpt_personality_lazy

########################
# Lazy Event #
########################

gpt_personality_lazy.0001 = {
	type = character_event
	title = gpt_personality_lazy.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lazy.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lazy.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = boredom
	}

	option = {	# It can wait until tomorrow
		trigger = { has_trait = lazy }
		name = gpt_personality_lazy.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_lazy.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_lazy.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_lazy_opinion_gain_effect_ns = yes
		gptc_diligent_opinion_loss_effect_ns = yes
	}
	option = {	# I must handle this now
		name = gpt_personality_lazy.0001.b
		stress_impact = {
			lazy = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_diligent_opinion_gain_effect_ns = yes
		gptc_lazy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_lazy.0002 = {
	type = character_event
	title = gpt_personality_lazy.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lazy.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lazy.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_reputation_for_neglect
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_tiny = yes
				random_realm_county = {
					limit = { NOT = { this = root.capital_county } }
					add_county_modifier = {
						modifier = gpt_neglected_administration
						years = 3
					}
				}
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_medium = yes
				random_realm_county = {
					limit = { NOT = { this = root.capital_county } }
					add_county_modifier = {
						modifier = gpt_neglected_administration
						years = 5
					}
				}
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_huge = yes
				random_realm_county = {
					limit = { NOT = { this = root.capital_county } }
					add_county_modifier = {
						modifier = gpt_neglected_administration
						years = 7
					}
				}
			}
		}
	}

	left_portrait = {
		character = root
		animation = shame
	}

	option = {	# What's done is done
		name = gpt_personality_lazy.0002.a
		custom_tooltip = {
			text = gpt_personality_lazy.0002.a.tt
		}
		stress_impact = {
			lazy = @stressminor
		}
	}
}

gpt_personality_lazy.0003 = {
	type = character_event
	title = gpt_personality_lazy.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lazy.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lazy.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_effortless_wisdom
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {
		name = gpt_personality_lazy.0003.a
		custom_tooltip = {
			text = gpt_personality_lazy.0003.a.tt
		}
		stress_impact = {
			lazy = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}


namespace = gpt_personality_forgiving

########################
# Forgiving Event #
########################

gpt_personality_forgiving.0001 = {
	type = character_event
	title = gpt_personality_forgiving.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_forgiving.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_forgiving.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_compassionate
	}

	option = {	# I forgive them freely
		trigger = { has_trait = forgiving }
		name = gpt_personality_forgiving.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_forgiving.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_forgiving.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_forgiving_opinion_gain_effect_ns = yes
		gptc_vengeful_opinion_loss_effect_ns = yes
	}
	option = {	# They must face consequences
		name = gpt_personality_forgiving.0001.b
		stress_impact = {
			forgiving = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_vengeful_opinion_gain_effect_ns = yes
		gptc_forgiving_opinion_loss_effect_ns = yes
	}
}

gpt_personality_forgiving.0002 = {
	type = character_event
	title = gpt_personality_forgiving.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_forgiving.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_forgiving.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_reputation_weakness
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_huge = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# Mercy is never wasted
		name = gpt_personality_forgiving.0002.a
		custom_tooltip = {
			text = gpt_personality_forgiving.0002.a.tt
		}
		stress_impact = {
			forgiving = @stressminor
		}
	}
}

gpt_personality_forgiving.0003 = {
	type = character_event
	title = gpt_personality_forgiving.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_forgiving.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_forgiving.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_inspiring_mercy
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_forgiving.0003.a
		custom_tooltip = {
			text = gpt_personality_forgiving.0003.a.tt
		}
		stress_impact = {
			forgiving = @stressdecrease
		}
		gptev_add_piety_small = yes
	}
}

namespace = gpt_personality_vengeful

########################
# Vengeful Event #
########################

gpt_personality_vengeful.0001 = {
	type = character_event
	title = gpt_personality_vengeful.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vengeful.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vengeful.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = anger
	}

	option = {	# They will pay for this
		trigger = { has_trait = vengeful }
		name = gpt_personality_vengeful.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_vengeful.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_vengeful.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_vengeful_opinion_gain_effect_ns = yes
		gptc_forgiving_opinion_loss_effect_ns = yes
	}
	option = {	# I must let this grievance go
		name = gpt_personality_vengeful.0001.b
		stress_impact = {
			vengeful = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_forgiving_opinion_gain_effect_ns = yes
		gptc_vengeful_opinion_loss_effect_ns = yes
	}
}

gpt_personality_vengeful.0002 = {
	type = character_event
	title = gpt_personality_vengeful.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vengeful.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vengeful.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = dungeon
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_reputation_vindictive
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_piety_tiny = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_piety_medium = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_piety_huge = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	option = {	# Justice has been served
		name = gpt_personality_vengeful.0002.a
		custom_tooltip = {
			text = gpt_personality_vengeful.0002.a.tt
		}
		stress_impact = {
			vengeful = @stressminor
		}
	}
}

gpt_personality_vengeful.0003 = {
	type = character_event
	title = gpt_personality_vengeful.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vengeful.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vengeful.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = dungeon
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_masterful_revenge
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {
		name = gpt_personality_vengeful.0003.a
		custom_tooltip = {
			text = gpt_personality_vengeful.0003.a.tt
		}
		stress_impact = {
			vengeful = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}


namespace = gpt_personality_generous

########################
# Generous Event #
########################

gpt_personality_generous.0001 = {
	type = character_event
	title = gpt_personality_generous.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_generous.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_generous.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_compassionate
	}

	option = {	# Open the treasury!
		trigger = { has_trait = generous }
		name = gpt_personality_generous.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_generous.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_generous.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_generous_opinion_gain_effect_ns = yes
		gptc_greedy_opinion_loss_effect_ns = yes
	}
	option = {	# I must be prudent with resources
		name = gpt_personality_generous.0001.b
		stress_impact = {
			generous = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_greedy_opinion_gain_effect_ns = yes
		gptc_generous_opinion_loss_effect_ns = yes
	}
}

gpt_personality_generous.0002 = {
	type = character_event
	title = gpt_personality_generous.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_generous.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_generous.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_depleted_treasury
			years = 5
		}
		random_list = {
			40 = {
				# Minor loss
				gptev_remove_gold_medium_percent = yes
			}
			35 = {
				# Moderate loss
				gptev_remove_gold_huge_percent = yes
			}
			25 = {
				# Heavy loss
				gptev_remove_gold_gigantic_percent = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {	# Their gratitude is worth more than gold
		name = gpt_personality_generous.0002.a
		custom_tooltip = {
			text = gpt_personality_generous.0002.a.tt
		}
		gptev_add_prestige_medium = yes
		stress_impact = {
			generous = @stressminor
		}
	}
}

gpt_personality_generous.0003 = {
	type = character_event
	title = gpt_personality_generous.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_generous.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_generous.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_beloved_benefactor
			years = 5
		}
		gptev_remove_gold_medium_percent = yes
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_generous.0003.a
		custom_tooltip = {
			text = gpt_personality_generous.0003.a.tt
		}
		gptev_add_prestige_medium = yes
		stress_impact = {
			generous = @stressdecrease
		}
	}
}

namespace = gpt_personality_greedy

########################
# Greedy Event #
########################

gpt_personality_greedy.0001 = {
	type = character_event
	title = gpt_personality_greedy.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_greedy.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_greedy.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	option = {	# Every coin must be preserved
		trigger = { has_trait = greedy }
		name = gpt_personality_greedy.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_greedy.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_greedy.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_greedy_opinion_gain_effect_ns = yes
		gptc_generous_opinion_loss_effect_ns = yes
	}
	option = {	# Some generosity is necessary
		name = gpt_personality_greedy.0001.b
		stress_impact = {
			greedy = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_generous_opinion_gain_effect_ns = yes
		gptc_greedy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_greedy.0002 = {
	type = character_event
	title = gpt_personality_greedy.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_greedy.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_greedy.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_reputation_for_greed
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_huge = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = dismissal
	}

	option = {	# My wealth remains intact
		name = gpt_personality_greedy.0002.a
		custom_tooltip = {
			text = gpt_personality_greedy.0002.a.tt
		}
		stress_impact = {
			greedy = @stressminor
		}
	}
}

gpt_personality_greedy.0003 = {
	type = character_event
	title = gpt_personality_greedy.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_greedy.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_greedy.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_financial_prudence
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {
		name = gpt_personality_greedy.0003.a
		custom_tooltip = {
			text = gpt_personality_greedy.0003.a.tt
		}
		stress_impact = {
			greedy = @stressdecrease
		}
		gptev_add_gold_small = yes
	}
}


namespace = gpt_personality_gregarious

########################
# Gregarious Event #
########################

gpt_personality_gregarious.0001 = {
	type = character_event
	title = gpt_personality_gregarious.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gregarious.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gregarious.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {	# I shall host a grand gathering!
		trigger = { has_trait = gregarious }
		name = gpt_personality_gregarious.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_gregarious.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_gregarious.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_gregarious_opinion_gain_effect_ns = yes
		gptc_shy_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps I should keep to myself today
		name = gpt_personality_gregarious.0001.b
		stress_impact = {
			gregarious = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_shy_opinion_gain_effect_ns = yes
		gptc_gregarious_opinion_loss_effect_ns = yes
	}
}

gpt_personality_gregarious.0002 = {
	type = character_event
	title = gpt_personality_gregarious.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gregarious.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gregarious.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = feast
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_loose_tongue
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_gold_medium_percent = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_gold_huge_percent = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_gold_gigantic_percent = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {	# What a wonderful time we had!
		name = gpt_personality_gregarious.0002.a
		custom_tooltip = {
			text = gpt_personality_gregarious.0002.a.tt
		}
		stress_impact = {
			gregarious = @stressminor
		}
	}
}

gpt_personality_gregarious.0003 = {
	type = character_event
	title = gpt_personality_gregarious.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gregarious.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gregarious.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = feast
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_master_of_ceremonies
			years = 5
		}
		gptev_remove_gold_small_percent = yes
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_gregarious.0003.a
		custom_tooltip = {
			text = gpt_personality_gregarious.0003.a.tt
		}
		stress_impact = {
			gregarious = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_shy

########################
# Shy Event #
########################

gpt_personality_shy.0001 = {
	type = character_event
	title = gpt_personality_shy.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_shy.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_shy.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# I shall withdraw to my private quarters
		trigger = { has_trait = shy }
		name = gpt_personality_shy.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_shy.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_shy.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_shy_opinion_gain_effect_ns = yes
		gptc_gregarious_opinion_loss_effect_ns = yes
	}
	option = {	# I must force myself to engage
		name = gpt_personality_shy.0001.b
		stress_impact = {
			shy = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_gregarious_opinion_gain_effect_ns = yes
		gptc_shy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_shy.0002 = {
	type = character_event
	title = gpt_personality_shy.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_shy.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_shy.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_withdrawn_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_tiny = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_medium = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_huge = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = reading
	}

	option = {	# The peace and quiet is worth it
		name = gpt_personality_shy.0002.a
		custom_tooltip = {
			text = gpt_personality_shy.0002.a.tt
		}
		stress_impact = {
			shy = @stressminor
		}
	}
}

gpt_personality_shy.0003 = {
	type = character_event
	title = gpt_personality_shy.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_shy.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_shy.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_quiet_wisdom
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_shy.0003.a
		custom_tooltip = {
			text = gpt_personality_shy.0003.a.tt
		}
		stress_impact = {
			shy = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}


namespace = gpt_personality_honest

########################
# Honest Event #
########################

gpt_personality_honest.0001 = {
	type = character_event
	title = gpt_personality_honest.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_honest.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_honest.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {	# I must speak the truth, no matter the cost
		trigger = { has_trait = honest }
		name = gpt_personality_honest.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_honest.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_honest.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_just_opinion_gain_effect_ns = yes
		gptc_arbitrary_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps a small lie would be wiser
		name = gpt_personality_honest.0001.b
		stress_impact = {
			honest = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_arbitrary_opinion_gain_effect_ns = yes
		gptc_just_opinion_loss_effect_ns = yes
	}
}

gpt_personality_honest.0002 = {
	type = character_event
	title = gpt_personality_honest.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_honest.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_honest.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_painful_honesty
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_huge = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {	# At least my conscience is clear
		name = gpt_personality_honest.0002.a
		custom_tooltip = {
			text = gpt_personality_honest.0002.a.tt
		}
		stress_impact = {
			honest = @stressminor
		}
	}
}

gpt_personality_honest.0003 = {
	type = character_event
	title = gpt_personality_honest.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_honest.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_honest.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_unwavering_honesty
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {
		name = gpt_personality_honest.0003.a
		custom_tooltip = {
			text = gpt_personality_honest.0003.a.tt
		}
		stress_impact = {
			honest = @stressdecrease
		}
		gptev_add_piety_small = yes
	}
}

namespace = gpt_personality_deceitful

########################
# Deceitful Event #
########################

gpt_personality_deceitful.0001 = {
	type = character_event
	title = gpt_personality_deceitful.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_deceitful.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_deceitful.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	option = {	# A clever lie will serve me better
		trigger = { has_trait = deceitful }
		name = gpt_personality_deceitful.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_deceitful.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_deceitful.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_arbitrary_opinion_gain_effect_ns = yes
		gptc_just_opinion_loss_effect_ns = yes
	}
	option = {	# I should tell the truth this time
		name = gpt_personality_deceitful.0001.b
		stress_impact = {
			deceitful = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_just_opinion_gain_effect_ns = yes
		gptc_arbitrary_opinion_loss_effect_ns = yes
	}
}

gpt_personality_deceitful.0002 = {
	type = character_event
	title = gpt_personality_deceitful.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_deceitful.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_deceitful.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_web_of_lies
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences - caught in small lie
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences - reputation damaged
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Severe consequences - exposed as liar
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# I'll just weave another lie to cover this one
		name = gpt_personality_deceitful.0002.a
		custom_tooltip = {
			text = gpt_personality_deceitful.0002.a.tt
		}
		stress_impact = {
			deceitful = @stressminor
		}
	}
}

gpt_personality_deceitful.0003 = {
	type = character_event
	title = gpt_personality_deceitful.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_deceitful.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_deceitful.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_master_schemer
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {
		name = gpt_personality_deceitful.0003.a
		custom_tooltip = {
			text = gpt_personality_deceitful.0003.a.tt
		}
		stress_impact = {
			deceitful = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}


namespace = gpt_personality_humble

########################
# Humble Event #
########################

gpt_personality_humble.0001 = {
	type = character_event
	title = gpt_personality_humble.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_humble.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_humble.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# I am not worthy of such recognition
		trigger = { has_trait = humble }
		name = gpt_personality_humble.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_humble.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_humble.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_generous_opinion_gain_effect_ns = yes
		gptc_greedy_opinion_loss_effect_ns = yes
	}
	option = {	# I must accept the praise I've earned
		name = gpt_personality_humble.0001.b
		stress_impact = {
			humble = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_greedy_opinion_gain_effect_ns = yes
		gptc_generous_opinion_loss_effect_ns = yes
	}
}

gpt_personality_humble.0002 = {
	type = character_event
	title = gpt_personality_humble.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_humble.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_humble.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_excessive_humility
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = beg
	}

	option = {	# True virtue requires no recognition
		name = gpt_personality_humble.0002.a
		custom_tooltip = {
			text = gpt_personality_humble.0002.a.tt
		}
		stress_impact = {
			humble = @stressminor
		}
	}
}

gpt_personality_humble.0003 = {
	type = character_event
	title = gpt_personality_humble.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_humble.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_humble.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_inspiring_humility
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_compassionate
	}

	option = {
		name = gpt_personality_humble.0003.a
		custom_tooltip = {
			text = gpt_personality_humble.0003.a.tt
		}
		stress_impact = {
			humble = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_arrogant

########################
# Arrogant Event #
########################

gpt_personality_arrogant.0001 = {
	type = character_event
	title = gpt_personality_arrogant.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arrogant.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arrogant.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {	# They should be honored to serve me!
		trigger = { has_trait = arrogant }
		name = gpt_personality_arrogant.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_arrogant.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_arrogant.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_greedy_opinion_gain_effect_ns = yes
		gptc_generous_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps I should show more appreciation
		name = gpt_personality_arrogant.0001.b
		stress_impact = {
			arrogant = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_generous_opinion_gain_effect_ns = yes
		gptc_greedy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_arrogant.0002 = {
	type = character_event
	title = gpt_personality_arrogant.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arrogant.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arrogant.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_insufferable_pride
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_add_prestige_small = yes
				gptev_add_tyranny_tiny = yes
			}
			35 = {
				# Moderate consequences
				gptev_add_prestige_large = yes
				gptev_add_tyranny_large = yes
			}
			25 = {
				# Severe consequences
				gptev_add_prestige_huge = yes
				gptev_add_tyranny_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = dismissal
	}

	option = {	# They exist to serve my greatness
		name = gpt_personality_arrogant.0002.a
		custom_tooltip = {
			text = gpt_personality_arrogant.0002.a.tt
		}
		stress_impact = {
			arrogant = @stressminor
		}
	}
}

gpt_personality_arrogant.0003 = {
	type = character_event
	title = gpt_personality_arrogant.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arrogant.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arrogant.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_awe_inspiring
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {
		name = gpt_personality_arrogant.0003.a
		custom_tooltip = {
			text = gpt_personality_arrogant.0003.a.tt
		}
		stress_impact = {
			arrogant = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}


namespace = gpt_personality_just

########################
# Just Event #
########################

gpt_personality_just.0001 = {
	type = character_event
	title = gpt_personality_just.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_just.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_just.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# I must judge by the law alone
		trigger = { has_trait = just }
		name = gpt_personality_just.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_just.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_just.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_just_opinion_gain_effect_ns = yes
		gptc_arbitrary_opinion_loss_effect_ns = yes
	}
	option = {	# Sometimes mercy must outweigh justice
		name = gpt_personality_just.0001.b
		stress_impact = {
			just = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_arbitrary_opinion_gain_effect_ns = yes
		gptc_just_opinion_loss_effect_ns = yes
	}
}

gpt_personality_just.0002 = {
	type = character_event
	title = gpt_personality_just.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_just.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_just.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_rigid_justice
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_piety_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_piety_large = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_piety_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {	# The law is the law
		name = gpt_personality_just.0002.a
		custom_tooltip = {
			text = gpt_personality_just.0002.a.tt
		}
		stress_impact = {
			just = @stressminor
		}
		gptev_add_piety_small = yes
	}
}

gpt_personality_just.0003 = {
	type = character_event
	title = gpt_personality_just.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_just.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_just.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_pillar_of_law
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {
		name = gpt_personality_just.0003.a
		custom_tooltip = {
			text = gpt_personality_just.0003.a.tt
		}
		stress_impact = {
			just = @stressdecrease
		}
		gptev_add_piety_small = yes
	}
}

namespace = gpt_personality_arbitrary

########################
# Arbitrary Event #
########################

gpt_personality_arbitrary.0001 = {
	type = character_event
	title = gpt_personality_arbitrary.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arbitrary.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arbitrary.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = dismissal
	}

	option = {	# I answer to no one's rules but my own
		trigger = { has_trait = arbitrary }
		name = gpt_personality_arbitrary.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_arbitrary.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_arbitrary.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_arbitrary_opinion_gain_effect_ns = yes
		gptc_just_opinion_loss_effect_ns = yes
	}
	option = {	# I should follow proper procedures
		name = gpt_personality_arbitrary.0001.b
		stress_impact = {
			arbitrary = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_just_opinion_gain_effect_ns = yes
		gptc_arbitrary_opinion_loss_effect_ns = yes
	}
}

gpt_personality_arbitrary.0002 = {
	type = character_event
	title = gpt_personality_arbitrary.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arbitrary.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arbitrary.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_capricious_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_tiny = yes
				gptev_add_tyranny_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_medium = yes
				gptev_add_tyranny_huge = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_huge = yes
				gptev_add_tyranny_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = dismissal
	}

	option = {	# My will is law
		name = gpt_personality_arbitrary.0002.a
		custom_tooltip = {
			text = gpt_personality_arbitrary.0002.a.tt
		}
		stress_impact = {
			arbitrary = @stressminor
		}
	}
}

gpt_personality_arbitrary.0003 = {
	type = character_event
	title = gpt_personality_arbitrary.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arbitrary.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_arbitrary.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_inspired_ruler
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_arbitrary.0003.a
		custom_tooltip = {
			text = gpt_personality_arbitrary.0003.a.tt
		}
		stress_impact = {
			arbitrary = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}


namespace = gpt_personality_patient

########################
# Patient Event #
########################

gpt_personality_patient.0001 = {
	type = character_event
	title = gpt_personality_patient.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_patient.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_patient.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# All things in their proper time
		trigger = { has_trait = patient }
		name = gpt_personality_patient.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_patient.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_patient.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
	option = {	# This delay is intolerable!
		name = gpt_personality_patient.0001.b
		stress_impact = {
			patient = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
}

gpt_personality_patient.0002 = {
	type = character_event
	title = gpt_personality_patient.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_patient.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_patient.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_excessive_patience
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_tiny = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_medium = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_huge = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {	# Patience is never wasted
		name = gpt_personality_patient.0002.a
		custom_tooltip = {
			text = gpt_personality_patient.0002.a.tt
		}
		stress_impact = {
			patient = @stressminor
		}
	}
}

gpt_personality_patient.0003 = {
	type = character_event
	title = gpt_personality_patient.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_patient.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_patient.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_perfect_timing
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_patient.0003.a
		custom_tooltip = {
			text = gpt_personality_patient.0003.a.tt
		}
		stress_impact = {
			patient = @stressdecrease
		}
		gptev_add_gold_small = yes
	}
}

namespace = gpt_personality_impatient

########################
# Impatient Event #
########################

gpt_personality_impatient.0001 = {
	type = character_event
	title = gpt_personality_impatient.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_impatient.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_impatient.0001_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = stress
	}

	option = {	# We act NOW!
		trigger = { has_trait = impatient }
		name = gpt_personality_impatient.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_impatient.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_impatient.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps we should wait...
		name = gpt_personality_impatient.0001.b
		stress_impact = {
			impatient = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
}

gpt_personality_impatient.0002 = {
	type = character_event
	title = gpt_personality_impatient.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_impatient.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_impatient.0002_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_hasty_decisions
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 1
				}
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 2
				}
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_massive = yes
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 3
				}
			}
		}
	}

	left_portrait = {
		character = root
		animation = shock
	}

	option = {	# At least we didn't waste time!
		name = gpt_personality_impatient.0002.a
		custom_tooltip = {
			text = gpt_personality_impatient.0002.a.tt
		}
		stress_impact = {
			impatient = @stressminor
		}
	}
}

gpt_personality_impatient.0003 = {
	type = character_event
	title = gpt_personality_impatient.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_impatient.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_impatient.0003_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_decisive_leader
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {
		name = gpt_personality_impatient.0003.a
		custom_tooltip = {
			text = gpt_personality_impatient.0003.a.tt
		}
		stress_impact = {
			impatient = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}


namespace = gpt_personality_gluttonous

########################
# Gluttonous Event #
########################

gpt_personality_gluttonous.0001 = {
	type = character_event
	title = gpt_personality_gluttonous.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gluttonous.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gluttonous.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = feast
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = drink
	}

	option = {	# The feast awaits!
		trigger = { has_trait = gluttonous }
		name = gpt_personality_gluttonous.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_gluttonous.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_gluttonous.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_lazy_opinion_gain_effect_ns = yes
		gptc_diligent_opinion_loss_effect_ns = yes
	}
	option = {	# I must show restraint
		name = gpt_personality_gluttonous.0001.b
		stress_impact = {
			gluttonous = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_diligent_opinion_gain_effect_ns = yes
		gptc_lazy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_gluttonous.0002 = {
	type = character_event
	title = gpt_personality_gluttonous.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gluttonous.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gluttonous.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = feast
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_overindulgence
			years = 5
		}
		random_list = {
			40 = {
				# Minor health impact
				gptev_add_weight_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_add_weight_medium = yes
			}
			25 = {
				# Severe consequences
				gptev_add_weight_large = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = sick
	}

	option = {	# It was worth every bite
		name = gpt_personality_gluttonous.0002.a
		custom_tooltip = {
			text = gpt_personality_gluttonous.0002.a.tt
		}
		stress_impact = {
			gluttonous = @stressminor
		}
	}
}

gpt_personality_gluttonous.0003 = {
	type = character_event
	title = gpt_personality_gluttonous.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gluttonous.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_gluttonous.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = feast
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_hearty_reveler
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = ecstasy
	}

	option = {
		name = gpt_personality_gluttonous.0003.a
		custom_tooltip = {
			text = gpt_personality_gluttonous.0003.a.tt
		}
		stress_impact = {
			gluttonous = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_temperate

########################
# Temperate Event #
########################

gpt_personality_temperate.0001 = {
	type = character_event
	title = gpt_personality_temperate.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_temperate.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_temperate.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = feast
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# Moderation in all things
		trigger = { has_trait = temperate }
		name = gpt_personality_temperate.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_temperate.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_temperate.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_diligent_opinion_gain_effect_ns = yes
		gptc_lazy_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps I should indulge just this once
		name = gpt_personality_temperate.0001.b
		stress_impact = {
			temperate = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_lazy_opinion_gain_effect_ns = yes
		gptc_diligent_opinion_loss_effect_ns = yes
	}
}

gpt_personality_temperate.0002 = {
	type = character_event
	title = gpt_personality_temperate.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_temperate.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_temperate.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_reputation_miser
			years = 5
		}
		random_list = {
			40 = {
				# Minor health impact
				gptev_remove_weight_small = yes
				gptev_remove_prestige_tiny = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_weight_medium = yes
				gptev_remove_prestige_medium = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_weight_large = yes
				gptev_remove_prestige_huge = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {	# Discipline over decadence
		name = gpt_personality_temperate.0002.a
		custom_tooltip = {
			text = gpt_personality_temperate.0002.a.tt
		}
		stress_impact = {
			temperate = @stressminor
		}
	}
}

gpt_personality_temperate.0003 = {
	type = character_event
	title = gpt_personality_temperate.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_temperate.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_temperate.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_honorable_moderation
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {
		name = gpt_personality_temperate.0003.a
		custom_tooltip = {
			text = gpt_personality_temperate.0003.a.tt
		}
		stress_impact = {
			temperate = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}


namespace = gpt_personality_trusting

########################
# Trusting Event #
########################

gpt_personality_trusting.0001 = {
	type = character_event
	title = gpt_personality_trusting.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_trusting.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_trusting.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# I trust in their good intentions
		trigger = { has_trait = trusting }
		name = gpt_personality_trusting.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_trusting.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_trusting.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_compassionate_opinion_gain_effect_ns = yes
		gptc_cynical_opinion_loss_effect_ns = yes
	}
	option = {	# I should verify this myself
		name = gpt_personality_trusting.0001.b
		stress_impact = {
			trusting = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_cynical_opinion_gain_effect_ns = yes
		gptc_compassionate_opinion_loss_effect_ns = yes
	}
}

gpt_personality_trusting.0002 = {
	type = character_event
	title = gpt_personality_trusting.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_trusting.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_trusting.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_too_trusting
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_gold_medium_percent = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_gold_huge_percent = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_gold_gigantic_percent = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {	# I'm sure it was an honest mistake
		name = gpt_personality_trusting.0002.a
		custom_tooltip = {
			text = gpt_personality_trusting.0002.a.tt
		}
		stress_impact = {
			trusting = @stressminor
		}
	}
}

gpt_personality_trusting.0003 = {
	type = character_event
	title = gpt_personality_trusting.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_trusting.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_trusting.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_honorable_trust
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_trusting.0003.a
		custom_tooltip = {
			text = gpt_personality_trusting.0003.a.tt
		}
		stress_impact = {
			trusting = @stressdecrease
		}
		gptev_add_gold_small = yes
	}
}

namespace = gpt_personality_paranoid

########################
# Paranoid Event #
########################

gpt_personality_paranoid.0001 = {
	type = character_event
	title = gpt_personality_paranoid.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_paranoid.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_paranoid.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# I must investigate this conspiracy
		trigger = { has_trait = paranoid }
		name = gpt_personality_paranoid.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_paranoid.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_paranoid.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_cynical_opinion_gain_effect_ns = yes
		gptc_compassionate_opinion_loss_effect_ns = yes
	}
	option = {	# I'm seeing threats where there are none
		name = gpt_personality_paranoid.0001.b
		stress_impact = {
			paranoid = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_compassionate_opinion_gain_effect_ns = yes
		gptc_cynical_opinion_loss_effect_ns = yes
	}
}

gpt_personality_paranoid.0002 = {
	type = character_event
	title = gpt_personality_paranoid.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_paranoid.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_paranoid.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_paranoid_behavior
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_tiny = yes
				random_courtier = {
					limit = { NOT = { has_trait = paranoid } }
					add_opinion = {
						target = root
						modifier = outraged_opinion
						opinion = -10
					}
				}
				random_courtier = {
					limit = { NOT = { has_trait = paranoid } }
					add_opinion = {
						target = root
						modifier = outraged_opinion
						opinion = -10
					}
				}
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_medium = yes
				random_courtier = {
					limit = { NOT = { has_trait = paranoid } }
					add_opinion = {
						target = root
						modifier = outraged_opinion
						opinion = -15
					}
				}
				random_courtier = {
					limit = { NOT = { has_trait = paranoid } }
					add_opinion = {
						target = root
						modifier = outraged_opinion
						opinion = -15
					}
				}
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_huge = yes
				random_courtier = {
					limit = { NOT = { has_trait = paranoid } }
					add_opinion = {
						target = root
						modifier = outraged_opinion
						opinion = -20
					}
				}
				random_courtier = {
					limit = { NOT = { has_trait = paranoid } }
					add_opinion = {
						target = root
						modifier = outraged_opinion
						opinion = -20
					}
				}
			}
		}
	}

	left_portrait = {
		character = root
		animation = paranoia
	}

	option = {	# I was right to be vigilant!
		name = gpt_personality_paranoid.0002.a
		custom_tooltip = {
			text = gpt_personality_paranoid.0002.a.tt
		}
		stress_impact = {
			paranoid = @stressminor
		}
	}
}

gpt_personality_paranoid.0003 = {
	type = character_event
	title = gpt_personality_paranoid.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_paranoid.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_paranoid.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_justified_vigilance
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = chess_cocky
	}

	option = {
		name = gpt_personality_paranoid.0003.a
		custom_tooltip = {
			text = gpt_personality_paranoid.0003.a.tt
		}
		stress_impact = {
			paranoid = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}


namespace = gpt_personality_zealous

########################
# Zealous Event #
########################

gpt_personality_zealous.0001 = {
	type = character_event
	title = gpt_personality_zealous.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_zealous.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_zealous.0001_v2.desc
			}
		}
	}
	theme = faith
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {	# I must purge this heresy!
		trigger = { has_trait = zealous }
		name = gpt_personality_zealous.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_zealous.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_zealous.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_zealous_opinion_gain_effect_ns = yes
		gptc_cynical_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps tolerance is wiser
		name = gpt_personality_zealous.0001.b
		stress_impact = {
			zealous = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_cynical_opinion_gain_effect_ns = yes
		gptc_zealous_opinion_loss_effect_ns = yes
	}
}

gpt_personality_zealous.0002 = {
	type = character_event
	title = gpt_personality_zealous.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_zealous.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_zealous.0002_v2.desc
			}
		}
	}
	theme = faith
	override_background = {
		reference = temple
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_religious_extremism
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_add_piety_medium = yes
				gptev_add_tyranny_large = yes
			}
			35 = {
				# Moderate consequences
				gptev_add_piety_large = yes
				gptev_add_tyranny_massive = yes
			}
			25 = {
				# Major consequences
				gptev_add_piety_huge = yes
				gptev_add_tyranny_colossal = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = personality_zealous
	}

	option = {	# The faith must be protected at any cost
		name = gpt_personality_zealous.0002.a
		custom_tooltip = {
			text = gpt_personality_zealous.0002.a.tt
		}
		stress_impact = {
			zealous = @stressminor
		}
	}
}

gpt_personality_zealous.0003 = {
	type = character_event
	title = gpt_personality_zealous.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_zealous.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_zealous.0003_v2.desc
			}
		}
	}
	theme = faith
	override_background = {
		reference = temple
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_beacon_of_faith
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_zealous
	}

	option = {
		name = gpt_personality_zealous.0003.a
		custom_tooltip = {
			text = gpt_personality_zealous.0003.a.tt
		}
		stress_impact = {
			zealous = @stressdecrease
		}
		gptev_add_piety_small = yes
	}
}

namespace = gpt_personality_cynical

########################
# Cynical Event #
########################

gpt_personality_cynical.0001 = {
	type = character_event
	title = gpt_personality_cynical.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cynical.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cynical.0001_v2.desc
			}
		}
	}
	theme = realm
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = dismissal
	}

	option = {	# These superstitions are meaningless
		trigger = { has_trait = cynical }
		name = gpt_personality_cynical.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_cynical.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_cynical.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_cynical_opinion_gain_effect_ns = yes
		gptc_zealous_opinion_loss_effect_ns = yes
	}
	option = {	# I should show proper reverence
		name = gpt_personality_cynical.0001.b
		stress_impact = {
			cynical = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_zealous_opinion_gain_effect_ns = yes
		gptc_cynical_opinion_loss_effect_ns = yes
	}
}

gpt_personality_cynical.0002 = {
	type = character_event
	title = gpt_personality_cynical.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cynical.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cynical.0002_v2.desc
			}
		}
	}
	theme = realm
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_impious_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_piety_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_piety_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_piety_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {	# At least I'm being honest
		name = gpt_personality_cynical.0002.a
		custom_tooltip = {
			text = gpt_personality_cynical.0002.a.tt
		}
		stress_impact = {
			cynical = @stressminor
		}
	}
}

gpt_personality_cynical.0003 = {
	type = character_event
	title = gpt_personality_cynical.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cynical.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cynical.0003_v2.desc
			}
		}
	}
	theme = realm
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_pragmatic_realist
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_cynical.0003.a
		custom_tooltip = {
			text = gpt_personality_cynical.0003.a.tt
		}
		stress_impact = {
			cynical = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}


namespace = gpt_personality_compassionate

########################
# Compassionate Event #
########################

gpt_personality_compassionate.0001 = {
	type = character_event
	title = gpt_personality_compassionate.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_compassionate.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_compassionate.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# I must help them, whatever the cost
		trigger = { has_trait = compassionate }
		name = gpt_personality_compassionate.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_compassionate.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_compassionate.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_compassionate_opinion_gain_effect_ns = yes
		gptc_callous_opinion_loss_effect_ns = yes
	}
	option = {	# I cannot afford such charity
		name = gpt_personality_compassionate.0001.b
		stress_impact = {
			compassionate = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_callous_opinion_gain_effect_ns = yes
		gptc_compassionate_opinion_loss_effect_ns = yes
	}
}

gpt_personality_compassionate.0002 = {
	type = character_event
	title = gpt_personality_compassionate.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_compassionate.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_compassionate.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_taken_advantage
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_add_piety_tiny = yes
				gptev_remove_gold_large_percent = yes
			}
			35 = {
				# Moderate consequences
				gptev_add_piety_medium = yes
				gptev_remove_gold_massive_percent = yes
			}
			25 = {
				# Severe consequences
				gptev_add_piety_new_large = yes
				gptev_remove_gold_colossal_percent = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = sadness
	}

	option = {	# At least I tried to help
		name = gpt_personality_compassionate.0002.a
		custom_tooltip = {
			text = gpt_personality_compassionate.0002.a.tt
		}
		stress_impact = {
			compassionate = @stressminor
		}
	}
}

gpt_personality_compassionate.0003 = {
	type = character_event
	title = gpt_personality_compassionate.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_compassionate.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_compassionate.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_saintly_compassion
			years = 5
		}
		gptev_remove_gold_medium_percent = yes
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_compassionate.0003.a
		custom_tooltip = {
			text = gpt_personality_compassionate.0003.a.tt
		}
		stress_impact = {
			compassionate = @stressdecrease
		}
		gptev_add_piety_small = yes
	}
}

namespace = gpt_personality_callous

########################
# Callous Event #
########################

gpt_personality_callous.0001 = {
	type = character_event
	title = gpt_personality_callous.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_callous.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_callous.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = dismissal
	}

	option = {	# Their problems are not my concern
		trigger = { has_trait = callous }
		name = gpt_personality_callous.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_callous.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_callous.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_callous_opinion_gain_effect_ns = yes
		gptc_compassionate_opinion_loss_effect_ns = yes
	}
	option = {	# I should show some mercy
		name = gpt_personality_callous.0001.b
		stress_impact = {
			callous = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_compassionate_opinion_gain_effect_ns = yes
		gptc_callous_opinion_loss_effect_ns = yes
	}
}

gpt_personality_callous.0002 = {
	type = character_event
	title = gpt_personality_callous.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_callous.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_callous.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_heartless_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_piety_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_piety_huge = yes
			}
			25 = {
				# Major consequences
				gptev_remove_piety_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = personality_callous
	}

	option = {	# Sentiment is a weakness
		name = gpt_personality_callous.0002.a
		custom_tooltip = {
			text = gpt_personality_callous.0002.a.tt
		}
		stress_impact = {
			callous = @stressminor
		}
	}
}

gpt_personality_callous.0003 = {
	type = character_event
	title = gpt_personality_callous.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_callous.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_callous.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_pragmatic_strength
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_callous.0003.a
		custom_tooltip = {
			text = gpt_personality_callous.0003.a.tt
		}
		stress_impact = {
			callous = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_sadistic

########################
# Sadistic Event #
########################

gpt_personality_sadistic.0001 = {
	type = character_event
	title = gpt_personality_sadistic.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_sadistic.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_sadistic.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = dungeon
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {	# Let me savor their suffering
		trigger = { has_trait = sadistic }
		name = gpt_personality_sadistic.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_sadistic.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_sadistic.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_callous_opinion_gain_effect_ns = yes
		gptc_compassionate_opinion_loss_effect_ns = yes
	}
	option = {	# I must resist this dark urge
		name = gpt_personality_sadistic.0001.b
		stress_impact = {
			sadistic = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_compassionate_opinion_gain_effect_ns = yes
		gptc_callous_opinion_loss_effect_ns = yes
	}
}

gpt_personality_sadistic.0002 = {
	type = character_event
	title = gpt_personality_sadistic.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_sadistic.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_sadistic.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = dungeon
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_cruelty_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_piety_medium = yes
				gptev_add_dread_tiny = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_piety_gigantic = yes
				gptev_add_dread_medium = yes
			}
			25 = {
				# Major consequences
				gptev_remove_piety_enormous = yes
				gptev_add_dread_huge = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = personality_vengeful
	}

	option = {	# Their pain is exquisite
		name = gpt_personality_sadistic.0002.a
		custom_tooltip = {
			text = gpt_personality_sadistic.0002.a.tt
		}
		stress_impact = {
			sadistic = @stressminor
		}
	}
}

gpt_personality_sadistic.0003 = {
	type = character_event
	title = gpt_personality_sadistic.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_sadistic.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_sadistic.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = dungeon
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_fearsome_reputation
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {
		name = gpt_personality_sadistic.0003.a
		custom_tooltip = {
			text = gpt_personality_sadistic.0003.a.tt
		}
		stress_impact = {
			sadistic = @stressdecrease
		}
		gptev_add_dread_colossal = yes
	}
}

namespace = gpt_personality_fickle

########################
# Fickle Event #
########################

gpt_personality_fickle.0001 = {
	type = character_event
	title = gpt_personality_fickle.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fickle.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fickle.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	option = {	# This new direction excites me!
		trigger = { has_trait = fickle }
		name = gpt_personality_fickle.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_fickle.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_fickle.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_lazy_opinion_gain_effect_ns = yes
		gptc_diligent_opinion_loss_effect_ns = yes
	}
	option = {	# I must stay the course
		name = gpt_personality_fickle.0001.b
		stress_impact = {
			fickle = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_diligent_opinion_gain_effect_ns = yes
		gptc_lazy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_fickle.0002 = {
	type = character_event
	title = gpt_personality_fickle.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fickle.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fickle.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_unreliable_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_gold_medium_percent = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_gold_huge_percent = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_gold_gigantic_percent = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {	# Change keeps life interesting!
		name = gpt_personality_fickle.0002.a
		custom_tooltip = {
			text = gpt_personality_fickle.0002.a.tt
		}
		stress_impact = {
			fickle = @stressminor
		}
	}
}

gpt_personality_fickle.0003 = {
	type = character_event
	title = gpt_personality_fickle.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fickle.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fickle.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_unpredictable_genius
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = ecstasy
	}

	option = {
		name = gpt_personality_fickle.0003.a
		custom_tooltip = {
			text = gpt_personality_fickle.0003.a.tt
		}
		stress_impact = {
			fickle = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_stubborn

########################
# Stubborn Event #
########################

gpt_personality_stubborn.0001 = {
	type = character_event
	title = gpt_personality_stubborn.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stubborn.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stubborn.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {	# I will not be swayed!
		trigger = { has_trait = stubborn }
		name = gpt_personality_stubborn.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_stubborn.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_stubborn.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_diligent_opinion_gain_effect_ns = yes
		gptc_lazy_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps they have a point...
		name = gpt_personality_stubborn.0001.b
		stress_impact = {
			stubborn = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_lazy_opinion_gain_effect_ns = yes
		gptc_diligent_opinion_loss_effect_ns = yes
	}
}

gpt_personality_stubborn.0002 = {
	type = character_event
	title = gpt_personality_stubborn.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stubborn.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stubborn.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_inflexible_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_huge = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {	# I stand by my decision
		name = gpt_personality_stubborn.0002.a
		custom_tooltip = {
			text = gpt_personality_stubborn.0002.a.tt
		}
		stress_impact = {
			stubborn = @stressminor
		}
	}
}

gpt_personality_stubborn.0003 = {
	type = character_event
	title = gpt_personality_stubborn.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stubborn.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stubborn.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_unwavering_conviction
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {
		name = gpt_personality_stubborn.0003.a
		custom_tooltip = {
			text = gpt_personality_stubborn.0003.a.tt
		}
		stress_impact = {
			stubborn = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_eccentric

########################
# Eccentric Event #
########################

gpt_personality_eccentric.0001 = {
	type = character_event
	title = gpt_personality_eccentric.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eccentric.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eccentric.0001_v2.desc
			}
		}
	}
	theme = learning
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = ecstasy
	}

	option = {	# They simply don't understand vision!
		trigger = { has_trait = eccentric }
		name = gpt_personality_eccentric.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_eccentric.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_eccentric.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps I should be more conventional
		name = gpt_personality_eccentric.0001.b
		stress_impact = {
			eccentric = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
}

gpt_personality_eccentric.0002 = {
	type = character_event
	title = gpt_personality_eccentric.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eccentric.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eccentric.0002_v2.desc
			}
		}
	}
	theme = learning
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_strange_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				add_piety = 50
				gptev_remove_gold_large_percent = yes
			}
			35 = {
				# Moderate consequences
				gptev_add_piety_medium = yes
				gptev_remove_gold_massive_percent = yes
			}
			25 = {
				# Severe consequences
				add_piety = 150
				gptev_remove_gold_colossal_percent = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = eccentric
	}

	option = {	# The unconventional mind sees truth!
		name = gpt_personality_eccentric.0002.a
		custom_tooltip = {
			text = gpt_personality_eccentric.0002.a.tt
		}
		stress_impact = {
			eccentric = @stressminor
		}
	}
}

gpt_personality_eccentric.0003 = {
	type = character_event
	title = gpt_personality_eccentric.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eccentric.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eccentric.0003_v2.desc
			}
		}
	}
	theme = learning
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_inspired_innovator
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = ecstasy
	}

	option = {
		name = gpt_personality_eccentric.0003.a
		custom_tooltip = {
			text = gpt_personality_eccentric.0003.a.tt
		}
		stress_impact = {
			eccentric = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_badger

########################
# Reliable Guardian Event #
########################

gpt_personality_badger.0001 = {
	type = character_event
	title = gpt_personality_badger.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_badger.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_badger.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_compassionate
	}

	option = {	# I must intervene personally
		trigger = { has_trait = gpt_badger }
		name = gpt_personality_badger.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_badger.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_badger.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_brave_opinion_gain_effect_ns = yes
		gptc_craven_opinion_loss_effect_ns = yes
	}
	option = {	# They can manage without me
		name = gpt_personality_badger.0001.b
		stress_impact = {
			gpt_badger = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_craven_opinion_gain_effect_ns = yes
		gptc_brave_opinion_loss_effect_ns = yes
	}
}

gpt_personality_badger.0002 = {
	type = character_event
	title = gpt_personality_badger.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_badger.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_badger.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = corridor_day
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_overprotective_guardian
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_huge = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = rage
	}

	option = {	# Protection requires vigilance
		name = gpt_personality_badger.0002.a
		custom_tooltip = {
			text = gpt_personality_badger.0002.a.tt
		}
		stress_impact = {
			gpt_badger = @stressminor
		}
	}
}

gpt_personality_badger.0003 = {
	type = character_event
	title = gpt_personality_badger.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_badger.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_badger.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = corridor_day
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_vigilant_protector
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {
		name = gpt_personality_badger.0003.a
		custom_tooltip = {
			text = gpt_personality_badger.0003.a.tt
		}
		stress_impact = {
			gpt_badger = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_bear

########################
# Stoic Protector Event #
########################

gpt_personality_bear.0001 = {
	type = character_event
	title = gpt_personality_bear.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bear.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bear.0001_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {	# I will stand my ground
		trigger = { has_trait = gpt_bear }
		name = gpt_personality_bear.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_bear.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_bear.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_brave_opinion_gain_effect_ns = yes
		gptc_craven_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps flexibility is wiser
		name = gpt_personality_bear.0001.b
		stress_impact = {
			gpt_bear = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_craven_opinion_gain_effect_ns = yes
		gptc_brave_opinion_loss_effect_ns = yes
	}
}

gpt_personality_bear.0002 = {
	type = character_event
	title = gpt_personality_bear.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bear.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bear.0002_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_miscalculated_risk
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {	# Steadfastness is strength
		name = gpt_personality_bear.0002.a
		custom_tooltip = {
			text = gpt_personality_bear.0002.a.tt
		}
		stress_impact = {
			gpt_bear = @stressminor
		}
	}
}

gpt_personality_bear.0003 = {
	type = character_event
	title = gpt_personality_bear.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bear.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bear.0003_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_pragmatic_victory
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {
		name = gpt_personality_bear.0003.a
		custom_tooltip = {
			text = gpt_personality_bear.0003.a.tt
		}
		stress_impact = {
			gpt_bear = @stressdecrease
		}
		gptev_add_piety_small = yes
	}
}

namespace = gpt_personality_bee

########################
# Industrious Keeper Event #
########################

gpt_personality_bee.0001 = {
	type = character_event
	title = gpt_personality_bee.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bee.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bee.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# I must control everything myself
		trigger = { has_trait = gpt_bee }
		name = gpt_personality_bee.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_bee.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_bee.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_diligent_opinion_gain_effect_ns = yes
		gptc_lazy_opinion_loss_effect_ns = yes
	}
	option = {	# I should delegate and rest
		name = gpt_personality_bee.0001.b
		stress_impact = {
			gpt_bee = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_lazy_opinion_gain_effect_ns = yes
		gptc_diligent_opinion_loss_effect_ns = yes
	}
}

gpt_personality_bee.0002 = {
	type = character_event
	title = gpt_personality_bee.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bee.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bee.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_exhausted_keeper
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = stress
	}

	option = {	# The work must be done right
		name = gpt_personality_bee.0002.a
		custom_tooltip = {
			text = gpt_personality_bee.0002.a.tt
		}
		stress_impact = {
			gpt_bee = @stressminor
		}
	}
}

gpt_personality_bee.0003 = {
	type = character_event
	title = gpt_personality_bee.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bee.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bee.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_masterful_diligence
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_bee.0003.a
		custom_tooltip = {
			text = gpt_personality_bee.0003.a.tt
		}
		stress_impact = {
			gpt_bee = @stressdecrease
		}
		gptev_add_gold_small = yes
	}
}

namespace = gpt_personality_blackswan

########################
# Enigmatic Outsider Event #
########################

gpt_personality_blackswan.0001 = {
	type = character_event
	title = gpt_personality_blackswan.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_blackswan.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_blackswan.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = corridor_night
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# I shall observe from the shadows
		trigger = { has_trait = gpt_blackswan }
		name = gpt_personality_blackswan.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_blackswan.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_blackswan.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_shy_opinion_gain_effect_ns = yes
		gptc_gregarious_opinion_loss_effect_ns = yes
	}
	option = {	# I should engage more openly
		name = gpt_personality_blackswan.0001.b
		stress_impact = {
			gpt_blackswan = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_gregarious_opinion_gain_effect_ns = yes
		gptc_shy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_blackswan.0002 = {
	type = character_event
	title = gpt_personality_blackswan.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_blackswan.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_blackswan.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = corridor_night
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_alienated_others
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	option = {	# They cannot understand my methods
		name = gpt_personality_blackswan.0002.a
		custom_tooltip = {
			text = gpt_personality_blackswan.0002.a.tt
		}
		stress_impact = {
			gpt_blackswan = @stressminor
		}
	}
}

gpt_personality_blackswan.0003 = {
	type = character_event
	title = gpt_personality_blackswan.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_blackswan.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_blackswan.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = corridor_night
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_solitary_insight
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_blackswan.0003.a
		custom_tooltip = {
			text = gpt_personality_blackswan.0003.a.tt
		}
		stress_impact = {
			gpt_blackswan = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_bull

########################
# Resolute Bastion Event #
########################

gpt_personality_bull.0001 = {
	type = character_event
	title = gpt_personality_bull.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bull.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bull.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {	# I will not waver from this path
		trigger = { has_trait = gpt_bull }
		name = gpt_personality_bull.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_bull.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_bull.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_diligent_opinion_gain_effect_ns = yes
		gptc_lazy_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps I should reconsider
		name = gpt_personality_bull.0001.b
		stress_impact = {
			gpt_bull = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_lazy_opinion_gain_effect_ns = yes
		gptc_diligent_opinion_loss_effect_ns = yes
	}
}

gpt_personality_bull.0002 = {
	type = character_event
	title = gpt_personality_bull.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bull.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bull.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_stubborn_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# Steadfastness is a virtue
		name = gpt_personality_bull.0002.a
		custom_tooltip = {
			text = gpt_personality_bull.0002.a.tt
		}
		stress_impact = {
			gpt_bull = @stressminor
		}
	}
}

gpt_personality_bull.0003 = {
	type = character_event
	title = gpt_personality_bull.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bull.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bull.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_unbreakable_will
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {
		name = gpt_personality_bull.0003.a
		custom_tooltip = {
			text = gpt_personality_bull.0003.a.tt
		}
		stress_impact = {
			gpt_bull = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_butterfly

########################
# Gentle Wanderer Event #
########################

gpt_personality_butterfly.0001 = {
	type = character_event
	title = gpt_personality_butterfly.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_butterfly.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_butterfly.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = garden
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# I cannot bear this conflict
		trigger = { has_trait = gpt_butterfly }
		name = gpt_personality_butterfly.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_butterfly.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_butterfly.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_craven_opinion_gain_effect_ns = yes
		gptc_brave_opinion_loss_effect_ns = yes
	}
	option = {	# I must stand firm this time
		name = gpt_personality_butterfly.0001.b
		stress_impact = {
			gpt_butterfly = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_brave_opinion_gain_effect_ns = yes
		gptc_craven_opinion_loss_effect_ns = yes
	}
}

gpt_personality_butterfly.0002 = {
	type = character_event
	title = gpt_personality_butterfly.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_butterfly.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_butterfly.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = garden
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_spineless_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_tiny = yes
				add_dread = -8
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_medium = yes
				add_dread = -12
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_huge = yes
				add_dread = -16
			}
		}
	}

	left_portrait = {
		character = root
		animation = sadness
	}

	option = {	# Peace above all else
		name = gpt_personality_butterfly.0002.a
		custom_tooltip = {
			text = gpt_personality_butterfly.0002.a.tt
		}
		stress_impact = {
			gpt_butterfly = @stressminor
		}
	}
}

gpt_personality_butterfly.0003 = {
	type = character_event
	title = gpt_personality_butterfly.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_butterfly.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_butterfly.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = garden
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_harmonious_resolution
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_compassionate
	}

	option = {
		name = gpt_personality_butterfly.0003.a
		custom_tooltip = {
			text = gpt_personality_butterfly.0003.a.tt
		}
		stress_impact = {
			gpt_butterfly = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_cat

########################
# Elusive Charmer Event #
########################

gpt_personality_cat.0001 = {
	type = character_event
	title = gpt_personality_cat.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cat.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cat.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# I'll slip away, as I always do
		trigger = { has_trait = gpt_cat }
		name = gpt_personality_cat.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_cat.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_cat.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_lazy_opinion_gain_effect_ns = yes
		gptc_diligent_opinion_loss_effect_ns = yes
	}
	option = {	# I must fulfill my obligations
		name = gpt_personality_cat.0001.b
		stress_impact = {
			gpt_cat = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_diligent_opinion_gain_effect_ns = yes
		gptc_lazy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_cat.0002 = {
	type = character_event
	title = gpt_personality_cat.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cat.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cat.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_elusive_charmer
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_huge = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = eyeroll
	}

	option = {	# Freedom is worth the price
		name = gpt_personality_cat.0002.a
		custom_tooltip = {
			text = gpt_personality_cat.0002.a.tt
		}
		stress_impact = {
			gpt_cat = @stressminor
		}
	}
}

gpt_personality_cat.0003 = {
	type = character_event
	title = gpt_personality_cat.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cat.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_cat.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_charming_freedom
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_cat.0003.a
		custom_tooltip = {
			text = gpt_personality_cat.0003.a.tt
		}
		stress_impact = {
			gpt_cat = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_crocodile

########################
# Cold Tyrant Event #
########################

gpt_personality_crocodile.0001 = {
	type = character_event
	title = gpt_personality_crocodile.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crocodile.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crocodile.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	option = {	# Justice must be absolute
		trigger = { has_trait = gpt_crocodile }
		name = gpt_personality_crocodile.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_crocodile.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_crocodile.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_callous_opinion_gain_effect_ns = yes
		gptc_compassionate_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps mercy is warranted
		name = gpt_personality_crocodile.0001.b
		stress_impact = {
			gpt_crocodile = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_compassionate_opinion_gain_effect_ns = yes
		gptc_callous_opinion_loss_effect_ns = yes
	}
}

gpt_personality_crocodile.0002 = {
	type = character_event
	title = gpt_personality_crocodile.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crocodile.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crocodile.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_merciless_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
				add_dread = 8
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_huge = yes
				add_dread = 12
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_gigantic = yes
				add_dread = 16
			}
		}
	}

	left_portrait = {
		character = root
		animation = aggressive_dagger
	}

	option = {	# The law is the law
		name = gpt_personality_crocodile.0002.a
		custom_tooltip = {
			text = gpt_personality_crocodile.0002.a.tt
		}
		stress_impact = {
			gpt_crocodile = @stressminor
		}
	}
}

gpt_personality_crocodile.0003 = {
	type = character_event
	title = gpt_personality_crocodile.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crocodile.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crocodile.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_cold_efficiency
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_crocodile.0003.a
		custom_tooltip = {
			text = gpt_personality_crocodile.0003.a.tt
		}
		stress_impact = {
			gpt_crocodile = @stressdecrease
		}
		gptev_add_dread_medium = yes
	}
}

namespace = gpt_personality_dog

########################
# Faithful Companion Event #
########################

gpt_personality_dog.0001 = {
	type = character_event
	title = gpt_personality_dog.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dog.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dog.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# I must stand by them
		trigger = { has_trait = gpt_dog }
		name = gpt_personality_dog.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_dog.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_dog.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_compassionate_opinion_gain_effect_ns = yes
		gptc_callous_opinion_loss_effect_ns = yes
	}
	option = {	# I cannot compromise myself for them
		name = gpt_personality_dog.0001.b
		stress_impact = {
			gpt_dog = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_callous_opinion_gain_effect_ns = yes
		gptc_compassionate_opinion_loss_effect_ns = yes
	}
}

gpt_personality_dog.0002 = {
	type = character_event
	title = gpt_personality_dog.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dog.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dog.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_playful_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {	# Loyalty demands sacrifice
		name = gpt_personality_dog.0002.a
		custom_tooltip = {
			text = gpt_personality_dog.0002.a.tt
		}
		stress_impact = {
			gpt_dog = @stressminor
		}
	}
}

gpt_personality_dog.0003 = {
	type = character_event
	title = gpt_personality_dog.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dog.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dog.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_unwavering_loyalty
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_dog.0003.a
		custom_tooltip = {
			text = gpt_personality_dog.0003.a.tt
		}
		stress_impact = {
			gpt_dog = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_dove

########################
# Peaceful Mediator Event #
########################

gpt_personality_dove.0001 = {
	type = character_event
	title = gpt_personality_dove.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dove.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dove.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_compassionate
	}

	option = {	# I can bridge this divide with understanding
		trigger = { has_trait = gpt_dove }
		name = gpt_personality_dove.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_dove.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_dove.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_forgiving_opinion_gain_effect_ns = yes
		gptc_vengeful_opinion_loss_effect_ns = yes
	}
	option = {	# This requires a firmer hand
		name = gpt_personality_dove.0001.b
		stress_impact = {
			gpt_dove = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_vengeful_opinion_gain_effect_ns = yes
		gptc_forgiving_opinion_loss_effect_ns = yes
	}
}

gpt_personality_dove.0002 = {
	type = character_event
	title = gpt_personality_dove.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dove.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dove.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_exploited_kindness
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
				gptev_remove_dread_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
				gptev_remove_dread_medium = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
				gptev_remove_dread_medium = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = sadness
	}

	option = {	# I still believe in the goodness of others
		name = gpt_personality_dove.0002.a
		custom_tooltip = {
			text = gpt_personality_dove.0002.a.tt
		}
		stress_impact = {
			gpt_dove = @stressminor
		}
	}
}

gpt_personality_dove.0003 = {
	type = character_event
	title = gpt_personality_dove.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dove.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dove.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_beloved_peacemaker
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_dove.0003.a
		custom_tooltip = {
			text = gpt_personality_dove.0003.a.tt
		}
		stress_impact = {
			gpt_dove = @stressdecrease
		}
		gptev_add_piety_small = yes
	}
}

namespace = gpt_personality_dragon

########################
# Imperious Sovereign Event #
########################

gpt_personality_dragon.0001 = {
	type = character_event
	title = gpt_personality_dragon.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dragon.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dragon.0001_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = chess_certain_win
	}

	option = {	# They will bend to my will, or break
		trigger = { has_trait = gpt_dragon }
		name = gpt_personality_dragon.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_dragon.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_dragon.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_arbitrary_opinion_gain_effect_ns = yes
		gptc_just_opinion_loss_effect_ns = yes
	}
	option = {	# A measured response might suffice
		name = gpt_personality_dragon.0001.b
		stress_impact = {
			gpt_dragon = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_just_opinion_gain_effect_ns = yes
		gptc_arbitrary_opinion_loss_effect_ns = yes
	}
}

gpt_personality_dragon.0002 = {
	type = character_event
	title = gpt_personality_dragon.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dragon.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dragon.0002_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_tyrannical_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				add_tyranny = 6
			}
			35 = {
				# Moderate consequences
				gptev_add_tyranny_large = yes
			}
			25 = {
				# Major consequences
				gptev_add_tyranny_huge = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = war_defender
	}

	option = {	# Fear will keep them loyal
		name = gpt_personality_dragon.0002.a
		custom_tooltip = {
			text = gpt_personality_dragon.0002.a.tt
		}
		stress_impact = {
			gpt_dragon = @stressminor
		}
		gptev_add_dread_huge = yes
	}
}

gpt_personality_dragon.0003 = {
	type = character_event
	title = gpt_personality_dragon.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dragon.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_dragon.0003_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_fearsome_authority
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {
		name = gpt_personality_dragon.0003.a
		custom_tooltip = {
			text = gpt_personality_dragon.0003.a.tt
		}
		stress_impact = {
			gpt_dragon = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_eagle

########################
# Vigilant Overseer Event #
########################

gpt_personality_eagle.0001 = {
	type = character_event
	title = gpt_personality_eagle.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eagle.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eagle.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# Swift justice must be delivered
		trigger = { has_trait = gpt_eagle }
		name = gpt_personality_eagle.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_eagle.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_eagle.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_just_opinion_gain_effect_ns = yes
		gptc_arbitrary_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps I should investigate further
		name = gpt_personality_eagle.0001.b
		stress_impact = {
			gpt_eagle = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_arbitrary_opinion_gain_effect_ns = yes
		gptc_just_opinion_loss_effect_ns = yes
	}
}

gpt_personality_eagle.0002 = {
	type = character_event
	title = gpt_personality_eagle.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eagle.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eagle.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_harsh_judgment
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
				gptev_add_tyranny_small = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_huge = yes
				gptev_add_tyranny_huge = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {	# Even justice can err, but the principle remains sound
		name = gpt_personality_eagle.0002.a
		custom_tooltip = {
			text = gpt_personality_eagle.0002.a.tt
		}
		stress_impact = {
			gpt_eagle = @stressminor
		}
	}
}

gpt_personality_eagle.0003 = {
	type = character_event
	title = gpt_personality_eagle.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eagle.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_eagle.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_impeccable_judgment
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_eagle.0003.a
		custom_tooltip = {
			text = gpt_personality_eagle.0003.a.tt
		}
		stress_impact = {
			gpt_eagle = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_elephant

########################
# Steadfast Sage Event #
########################

gpt_personality_elephant.0001 = {
	type = character_event
	title = gpt_personality_elephant.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_elephant.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_elephant.0001_v2.desc
			}
		}
	}
	theme = learning
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	option = {	# I will tutor the boy. It is my whim.
		trigger = { has_trait = gpt_elephant }
		name = gpt_personality_elephant.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_elephant.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_elephant.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_generous_opinion_gain_effect_ns = yes
		gptc_greedy_opinion_loss_effect_ns = yes
	}
	option = {	# My advisors are right. I have no time for this.
		name = gpt_personality_elephant.0001.b
		stress_impact = {
			gpt_elephant = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_greedy_opinion_gain_effect_ns = yes
		gptc_generous_opinion_loss_effect_ns = yes
	}
}

gpt_personality_elephant.0002 = {
	type = character_event
	title = gpt_personality_elephant.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_elephant.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_elephant.0002_v2.desc
			}
		}
	}
	theme = learning
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_overextended_generosity
			years = 5
		}
		random_list = {
			40 = {
				# Minor drain
				gptev_remove_prestige_tiny = yes
			}
			35 = {
				# Moderate drain
				gptev_remove_prestige_medium = yes
			}
			25 = {
				# Major drain
				gptev_remove_prestige_huge = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disbelief
	}

	option = {	# His progress is its own reward.
		name = gpt_personality_elephant.0002.a
		custom_tooltip = {
			text = gpt_personality_elephant.0002.a.tt
		}
		stress_impact = {
			gpt_elephant = @stressminor
		}
	}
}

gpt_personality_elephant.0003 = {
	type = character_event
	title = gpt_personality_elephant.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_elephant.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_elephant.0003_v2.desc
			}
		}
	}
	theme = learning
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_wise_patron
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_elephant.0003.a
		custom_tooltip = {
			text = gpt_personality_elephant.0003.a.tt
		}
		stress_impact = {
			gpt_elephant = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_fox

########################
# Cunning Trickster Event #
########################

gpt_personality_fox.0001 = {
	type = character_event
	title = gpt_personality_fox.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fox.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fox.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = chess_cocky
	}

	option = {	# A clever scheme will serve me well
		trigger = { has_trait = gpt_fox }
		name = gpt_personality_fox.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_fox.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_fox.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_arbitrary_opinion_gain_effect_ns = yes
		gptc_just_opinion_loss_effect_ns = yes
	}
	option = {	# I should be direct and honest
		name = gpt_personality_fox.0001.b
		stress_impact = {
			gpt_fox = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_just_opinion_gain_effect_ns = yes
		gptc_arbitrary_opinion_loss_effect_ns = yes
	}
}

gpt_personality_fox.0002 = {
	type = character_event
	title = gpt_personality_fox.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fox.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fox.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_outfoxed_schemer
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = shock
	}

	option = {	# I'll be more careful next time
		name = gpt_personality_fox.0002.a
		custom_tooltip = {
			text = gpt_personality_fox.0002.a.tt
		}
		stress_impact = {
			gpt_fox = @stressminor
		}
	}
}

gpt_personality_fox.0003 = {
	type = character_event
	title = gpt_personality_fox.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fox.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_fox.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_cunning_mastermind
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {
		name = gpt_personality_fox.0003.a
		custom_tooltip = {
			text = gpt_personality_fox.0003.a.tt
		}
		stress_impact = {
			gpt_fox = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_hog

########################
# Indulgent Reveler Event #
########################

gpt_personality_hog.0001 = {
	type = character_event
	title = gpt_personality_hog.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_hog.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_hog.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = feast
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = ecstasy
	}

	option = {	# Enough of this! I'll be myself.
		trigger = { has_trait = gpt_hog }
		name = gpt_personality_hog.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_hog.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_hog.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_lazy_opinion_gain_effect_ns = yes
		gptc_diligent_opinion_loss_effect_ns = yes
	}
	option = {	# I will try to hold my tongue... for now.
		name = gpt_personality_hog.0001.b
		stress_impact = {
			gpt_hog = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_diligent_opinion_gain_effect_ns = yes
		gptc_lazy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_hog.0002 = {
	type = character_event
	title = gpt_personality_hog.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_hog.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_hog.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = feast
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_diplomatic_gaffe
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = sick
	}

	option = {	# They deserved it for being so pretentious!
		name = gpt_personality_hog.0002.a
		custom_tooltip = {
			text = gpt_personality_hog.0002.a.tt
		}
		stress_impact = {
			gpt_hog = @stressminor
		}
	}
}

gpt_personality_hog.0003 = {
	type = character_event
	title = gpt_personality_hog.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_hog.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_hog.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = feast
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_crude_diplomacy
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_hog.0003.a
		custom_tooltip = {
			text = gpt_personality_hog.0003.a.tt
		}
		stress_impact = {
			gpt_hog = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_lamb

########################
# Gentle Soul Event #
########################

gpt_personality_lamb.0001 = {
	type = character_event
	title = gpt_personality_lamb.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lamb.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lamb.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_compassionate
	}

	option = {	# I choose compassion and forgiveness
		trigger = { has_trait = gpt_lamb }
		name = gpt_personality_lamb.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_lamb.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_lamb.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_forgiving_opinion_gain_effect_ns = yes
		gptc_vengeful_opinion_loss_effect_ns = yes
	}
	option = {	# Justice must be served, even when it pains me
		name = gpt_personality_lamb.0001.b
		stress_impact = {
			gpt_lamb = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_vengeful_opinion_gain_effect_ns = yes
		gptc_forgiving_opinion_loss_effect_ns = yes
	}
}

gpt_personality_lamb.0002 = {
	type = character_event
	title = gpt_personality_lamb.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lamb.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lamb.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_taken_advantage
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_tiny = yes
				gptev_remove_dread_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_small = yes
				gptev_remove_dread_huge = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_medium = yes
				gptev_remove_dread_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = sadness
	}

	option = {	# I will not let this harden my heart
		name = gpt_personality_lamb.0002.a
		custom_tooltip = {
			text = gpt_personality_lamb.0002.a.tt
		}
		stress_impact = {
			gpt_lamb = @stressminor
		}
	}
}

gpt_personality_lamb.0003 = {
	type = character_event
	title = gpt_personality_lamb.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lamb.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lamb.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_gentle_ruler
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_lamb.0003.a
		custom_tooltip = {
			text = gpt_personality_lamb.0003.a.tt
		}
		stress_impact = {
			gpt_lamb = @stressdecrease
		}
		gptev_add_piety_small = yes
	}
}

namespace = gpt_personality_leopard

########################
# Silent Stalker Event #
########################

gpt_personality_leopard.0001 = {
	type = character_event
	title = gpt_personality_leopard.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_leopard.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_leopard.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = corridor_night
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	option = {	# I need to observe more carefully first
		trigger = { has_trait = gpt_leopard }
		name = gpt_personality_leopard.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_leopard.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_leopard.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
	option = {	# I must act now, before it's too late
		name = gpt_personality_leopard.0001.b
		stress_impact = {
			gpt_leopard = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
}

gpt_personality_leopard.0002 = {
	type = character_event
	title = gpt_personality_leopard.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_leopard.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_leopard.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = corridor_night
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_missed_moment
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Severe consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# Patience remains a virtue, even in failure
		name = gpt_personality_leopard.0002.a
		custom_tooltip = {
			text = gpt_personality_leopard.0002.a.tt
		}
		stress_impact = {
			gpt_leopard = @stressminor
		}
	}
}

gpt_personality_leopard.0003 = {
	type = character_event
	title = gpt_personality_leopard.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_leopard.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_leopard.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = corridor_night
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_strategic_observer
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = chess_cocky
	}

	option = {
		name = gpt_personality_leopard.0003.a
		custom_tooltip = {
			text = gpt_personality_leopard.0003.a.tt
		}
		stress_impact = {
			gpt_leopard = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_lion

########################
# Regal Defender Event #
########################

gpt_personality_lion.0001 = {
	type = character_event
	title = gpt_personality_lion.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lion.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lion.0001_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {	# Destiny favors the bold. I will lead the way!
		trigger = { has_trait = gpt_lion }
		name = gpt_personality_lion.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_lion.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_lion.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_brave_opinion_gain_effect_ns = yes
		gptc_craven_opinion_loss_effect_ns = yes
	}
	option = {	# A measured response is the wisest path.
		name = gpt_personality_lion.0001.b
		stress_impact = {
			gpt_lion = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_craven_opinion_gain_effect_ns = yes
		gptc_brave_opinion_loss_effect_ns = yes
	}
}

gpt_personality_lion.0002 = {
	type = character_event
	title = gpt_personality_lion.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lion.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lion.0002_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_heros_burden
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = anger
	}

	option = {	# Glory is worth any sacrifice.
		name = gpt_personality_lion.0002.a
		custom_tooltip = {
			text = gpt_personality_lion.0002.a.tt
		}
		stress_impact = {
			gpt_lion = @stressminor
		}
		gptev_add_dread_medium = yes
	}
}

gpt_personality_lion.0003 = {
	type = character_event
	title = gpt_personality_lion.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lion.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_lion.0003_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_heroic_legend
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_lion.0003.a
		custom_tooltip = {
			text = gpt_personality_lion.0003.a.tt
		}
		stress_impact = {
			gpt_lion = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_owl

########################
# Wise Observer Event #
########################

gpt_personality_owl.0001 = {
	type = character_event
	title = gpt_personality_owl.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_owl.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_owl.0001_v2.desc
			}
		}
	}
	theme = learning
	override_background = {
		reference = study
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# I require more observation before deciding
		trigger = { has_trait = gpt_owl }
		name = gpt_personality_owl.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_owl.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_owl.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
	option = {	# Very well, I shall act with incomplete information
		name = gpt_personality_owl.0001.b
		stress_impact = {
			gpt_owl = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
}

gpt_personality_owl.0002 = {
	type = character_event
	title = gpt_personality_owl.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_owl.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_owl.0002_v2.desc
			}
		}
	}
	theme = learning
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_paralysis_by_analysis
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_huge = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# Insufficient data led to this outcome
		name = gpt_personality_owl.0002.a
		custom_tooltip = {
			text = gpt_personality_owl.0002.a.tt
		}
		stress_impact = {
			gpt_owl = @stressminor
		}
	}
}

gpt_personality_owl.0003 = {
	type = character_event
	title = gpt_personality_owl.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_owl.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_owl.0003_v2.desc
			}
		}
	}
	theme = learning
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_brilliant_strategist
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_owl.0003.a
		custom_tooltip = {
			text = gpt_personality_owl.0003.a.tt
		}
		stress_impact = {
			gpt_owl = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_peacock

########################
# Flamboyant Performer Event #
########################

gpt_personality_peacock.0001 = {
	type = character_event
	title = gpt_personality_peacock.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_peacock.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_peacock.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {	# They shall witness something truly magnificent!
		trigger = { has_trait = gpt_peacock }
		name = gpt_personality_peacock.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_peacock.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_peacock.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_greedy_opinion_gain_effect_ns = yes
		gptc_generous_opinion_loss_effect_ns = yes
	}
	option = {	# I suppose I could restrain myself... this once
		name = gpt_personality_peacock.0001.b
		stress_impact = {
			gpt_peacock = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_generous_opinion_gain_effect_ns = yes
		gptc_greedy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_peacock.0002 = {
	type = character_event
	title = gpt_personality_peacock.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_peacock.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_peacock.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_embarrassing_display
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = shame
	}

	option = {	# Philistines, all of them!
		name = gpt_personality_peacock.0002.a
		custom_tooltip = {
			text = gpt_personality_peacock.0002.a.tt
		}
		stress_impact = {
			gpt_peacock = @stressminor
		}
	}
}

gpt_personality_peacock.0003 = {
	type = character_event
	title = gpt_personality_peacock.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_peacock.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_peacock.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_artistic_flair
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_peacock.0003.a
		custom_tooltip = {
			text = gpt_personality_peacock.0003.a.tt
		}
		stress_impact = {
			gpt_peacock = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_bunny

########################
# Cautious Seeker Event #
########################

gpt_personality_bunny.0001 = {
	type = character_event
	title = gpt_personality_bunny.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bunny.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bunny.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = worry
	}

	option = {	# My instincts say retreat, and I shall heed them
		trigger = { has_trait = gpt_bunny }
		name = gpt_personality_bunny.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_bunny.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_bunny.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_craven_opinion_gain_effect_ns = yes
		gptc_brave_opinion_loss_effect_ns = yes
	}
	option = {	# I must face this, despite my fear
		name = gpt_personality_bunny.0001.b
		stress_impact = {
			gpt_bunny = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_brave_opinion_gain_effect_ns = yes
		gptc_craven_opinion_loss_effect_ns = yes
	}
}

gpt_personality_bunny.0002 = {
	type = character_event
	title = gpt_personality_bunny.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bunny.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bunny.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = { modifier = gpt_excessive_caution years = 5 }
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_huge = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {	# Better safe than sorry, always
		name = gpt_personality_bunny.0002.a
		custom_tooltip = {
			text = gpt_personality_bunny.0002.a.tt
		}
		stress_impact = {
			gpt_bunny = @stressminor
		}
	}
}

gpt_personality_bunny.0003 = {
	type = character_event
	title = gpt_personality_bunny.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bunny.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_bunny.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_uncanny_instincts
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_bunny.0003.a
		custom_tooltip = {
			text = gpt_personality_bunny.0003.a.tt
		}
		stress_impact = {
			gpt_bunny = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_rat

########################
# Scheming Survivor Event #
########################

gpt_personality_rat.0001 = {
	type = character_event
	title = gpt_personality_rat.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_rat.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_rat.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = corridor_night
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	option = {	# I'll manipulate the situation to my advantage
		trigger = { has_trait = gpt_rat }
		name = gpt_personality_rat.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_rat.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_rat.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_arbitrary_opinion_gain_effect_ns = yes
		gptc_just_opinion_loss_effect_ns = yes
	}
	option = {	# I should act with integrity
		name = gpt_personality_rat.0001.b
		stress_impact = {
			gpt_rat = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_just_opinion_gain_effect_ns = yes
		gptc_arbitrary_opinion_loss_effect_ns = yes
	}
}

gpt_personality_rat.0002 = {
	type = character_event
	title = gpt_personality_rat.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_rat.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_rat.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_exposed_schemer
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = shame
	}

	option = {	# Survival demands these sacrifices
		name = gpt_personality_rat.0002.a
		custom_tooltip = {
			text = gpt_personality_rat.0002.a.tt
		}
		stress_impact = {
			gpt_rat = @stressminor
		}
	}
}

gpt_personality_rat.0003 = {
	type = character_event
	title = gpt_personality_rat.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_rat.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_rat.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_shrewd_negotiator
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {
		name = gpt_personality_rat.0003.a
		custom_tooltip = {
			text = gpt_personality_rat.0003.a.tt
		}
		stress_impact = {
			gpt_rat = @stressdecrease
		}
		gptev_add_gold_small = yes
	}
}

namespace = gpt_personality_goat

########################
# Determined Climber Event #
########################

gpt_personality_goat.0001 = {
	type = character_event
	title = gpt_personality_goat.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_goat.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_goat.0001_v2.desc
			}
		}
	}
	theme = diplomacy_majesty_focus

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = anger
	}

	option = {	# I will not tolerate this!
		trigger = { has_trait = gpt_goat }
		name = gpt_personality_goat.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_goat.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_goat.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_diligent_opinion_gain_effect_ns = yes
		gptc_lazy_opinion_loss_effect_ns = yes
	}
	option = {	# Fine. I'll endure it... for now.
		name = gpt_personality_goat.0001.b
		stress_impact = {
			gpt_goat = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_lazy_opinion_gain_effect_ns = yes
		gptc_diligent_opinion_loss_effect_ns = yes
	}
}

gpt_personality_goat.0002 = {
	type = character_event
	title = gpt_personality_goat.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_goat.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_goat.0002_v2.desc
			}
		}
	}
	theme = diplomacy_majesty_focus

	immediate = {
		add_character_modifier = {
			modifier = gpt_exhausted_persistence
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {	# It is my right to have what I deserve.
		name = gpt_personality_goat.0002.a
		custom_tooltip = {
			text = gpt_personality_goat.0002.a.tt
		}
		stress_impact = {
			gpt_goat = @stressminor
		}
	}
}

gpt_personality_goat.0003 = {
	type = character_event
	title = gpt_personality_goat.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_goat.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_goat.0003_v2.desc
			}
		}
	}
	theme = diplomacy_majesty_focus

	immediate = {
		add_character_modifier = {
			modifier = gpt_demanding_perfectionist
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {
		name = gpt_personality_goat.0003.a
		custom_tooltip = {
			text = gpt_personality_goat.0003.a.tt
		}
		stress_impact = {
			gpt_goat = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_scorpion

########################
# Venomous Provoker Event #
########################

gpt_personality_scorpion.0001 = {
	type = character_event
	title = gpt_personality_scorpion.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_scorpion.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_scorpion.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = rage
	}

	option = {	# They will taste my venom
		trigger = { has_trait = gpt_scorpion }
		name = gpt_personality_scorpion.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_scorpion.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_scorpion.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_vengeful_opinion_gain_effect_ns = yes
		gptc_forgiving_opinion_loss_effect_ns = yes
	}
	option = {	# This isn't worth my attention
		name = gpt_personality_scorpion.0001.b
		stress_impact = {
			gpt_scorpion = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_forgiving_opinion_gain_effect_ns = yes
		gptc_vengeful_opinion_loss_effect_ns = yes
	}
}

gpt_personality_scorpion.0002 = {
	type = character_event
	title = gpt_personality_scorpion.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_scorpion.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_scorpion.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_venomous_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
				gptev_add_dread_medium = yes
				gptev_add_tyranny_large = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
				gptev_add_dread_huge = yes
				gptev_add_tyranny_huge = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
				gptev_add_dread_gigantic = yes
				gptev_add_tyranny_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = aggressive_dagger
	}

	option = {	# They needed to learn their place
		name = gpt_personality_scorpion.0002.a
		custom_tooltip = {
			text = gpt_personality_scorpion.0002.a.tt
		}
		stress_impact = {
			gpt_scorpion = @stressminor
		}
	}
}

gpt_personality_scorpion.0003 = {
	type = character_event
	title = gpt_personality_scorpion.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_scorpion.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_scorpion.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_calculated_strike
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = chess_cocky
	}

	option = {
		name = gpt_personality_scorpion.0003.a
		custom_tooltip = {
			text = gpt_personality_scorpion.0003.a.tt
		}
		stress_impact = {
			gpt_scorpion = @stressdecrease
		}
		gptev_add_dread_huge = yes
	}
}

namespace = gpt_personality_snake

########################
# Deceptive Lurker Event #
########################

gpt_personality_snake.0001 = {
	type = character_event
	title = gpt_personality_snake.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_snake.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_snake.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = corridor_night
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = paranoia
	}

	option = {	# I shall lay a trap for them
		trigger = { has_trait = gpt_snake }
		name = gpt_personality_snake.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_snake.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_snake.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_arbitrary_opinion_gain_effect_ns = yes
		gptc_just_opinion_loss_effect_ns = yes
	}
	option = {	# A direct confrontation might be better
		name = gpt_personality_snake.0001.b
		stress_impact = {
			gpt_snake = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_just_opinion_gain_effect_ns = yes
		gptc_arbitrary_opinion_loss_effect_ns = yes
	}
}

gpt_personality_snake.0002 = {
	type = character_event
	title = gpt_personality_snake.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_snake.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_snake.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = corridor_night
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_web_of_lies
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_gigantic = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_enormous = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disbelief
	}

	option = {	# They've only made me more cautious
		name = gpt_personality_snake.0002.a
		custom_tooltip = {
			text = gpt_personality_snake.0002.a.tt
		}
		stress_impact = {
			gpt_snake = @stressminor
		}
	}
}

gpt_personality_snake.0003 = {
	type = character_event
	title = gpt_personality_snake.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_snake.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_snake.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = corridor_night
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_flawless_deception
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = chess_cocky
	}

	option = {
		name = gpt_personality_snake.0003.a
		custom_tooltip = {
			text = gpt_personality_snake.0003.a.tt
		}
		stress_impact = {
			gpt_snake = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_stag

########################
# Noble Warden Event #
########################

gpt_personality_stag.0001 = {
	type = character_event
	title = gpt_personality_stag.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stag.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stag.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {	# I am above such petty provocations
		trigger = { has_trait = gpt_stag }
		name = gpt_personality_stag.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_stag.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_stag.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
	option = {	# This demands a forceful response
		name = gpt_personality_stag.0001.b
		stress_impact = {
			gpt_stag = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
}

gpt_personality_stag.0002 = {
	type = character_event
	title = gpt_personality_stag.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stag.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stag.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_passive_dignity
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
				gptev_remove_dread_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_gigantic = yes
				gptev_remove_dread_huge = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_enormous = yes
				gptev_remove_dread_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = boredom
	}

	option = {	# True nobility requires no validation
		name = gpt_personality_stag.0002.a
		custom_tooltip = {
			text = gpt_personality_stag.0002.a.tt
		}
		stress_impact = {
			gpt_stag = @stressminor
		}
	}
}

gpt_personality_stag.0003 = {
	type = character_event
	title = gpt_personality_stag.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stag.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stag.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_noble_bearing
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {
		name = gpt_personality_stag.0003.a
		custom_tooltip = {
			text = gpt_personality_stag.0003.a.tt
		}
		stress_impact = {
			gpt_stag = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_stallion

########################
# Unbridled Charger Event #
########################

gpt_personality_stallion.0001 = {
	type = character_event
	title = gpt_personality_stallion.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stallion.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stallion.0001_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_bold
	}

	option = {	# Forward! We strike while the iron is hot!
		trigger = { has_trait = gpt_stallion }
		name = gpt_personality_stallion.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_stallion.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_stallion.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
	option = {	# Perhaps... we should plan more carefully
		name = gpt_personality_stallion.0001.b
		stress_impact = {
			gpt_stallion = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
}

gpt_personality_stallion.0002 = {
	type = character_event
	title = gpt_personality_stallion.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stallion.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stallion.0002_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = wilderness
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_reckless_charge
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 1
				}
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 2
				}
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 3
				}
			}
		}
	}

	left_portrait = {
		character = root
		animation = stress
	}

	option = {	# No regrets — only lessons!
		name = gpt_personality_stallion.0002.a
		custom_tooltip = {
			text = gpt_personality_stallion.0002.a.tt
		}
		stress_impact = {
			gpt_stallion = @stressminor
		}
	}
}

gpt_personality_stallion.0003 = {
	type = character_event
	title = gpt_personality_stallion.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stallion.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stallion.0003_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = wilderness
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_daring_gambler
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = war_over_win
	}

	option = {
		name = gpt_personality_stallion.0003.a
		custom_tooltip = {
			text = gpt_personality_stallion.0003.a.tt
		}
		stress_impact = {
			gpt_stallion = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_swan

########################
# Elegant Idealist Event #
########################

gpt_personality_swan.0001 = {
	type = character_event
	title = gpt_personality_swan.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_swan.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_swan.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# We will do this properly, as it should be done
		trigger = { has_trait = gpt_swan }
		name = gpt_personality_swan.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_swan.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_swan.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_just_opinion_gain_effect_ns = yes
		gptc_arbitrary_opinion_loss_effect_ns = yes
	}
	option = {	# Very well, we shall be... practical
		name = gpt_personality_swan.0001.b
		stress_impact = {
			gpt_swan = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_arbitrary_opinion_gain_effect_ns = yes
		gptc_just_opinion_loss_effect_ns = yes
	}
}

gpt_personality_swan.0002 = {
	type = character_event
	title = gpt_personality_swan.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_swan.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_swan.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_impractical_idealist
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = grief
	}

	option = {	# Grace must endure, whatever the cost
		name = gpt_personality_swan.0002.a
		custom_tooltip = {
			text = gpt_personality_swan.0002.a.tt
		}
		stress_impact = {
			gpt_swan = @stressminor
		}
	}
}

gpt_personality_swan.0003 = {
	type = character_event
	title = gpt_personality_swan.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_swan.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_swan.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_idealistic_visionary
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_swan.0003.a
		custom_tooltip = {
			text = gpt_personality_swan.0003.a.tt
		}
		stress_impact = {
			gpt_swan = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_tiger

########################
# Fierce Hunter Event #
########################

gpt_personality_tiger.0001 = {
	type = character_event
	title = gpt_personality_tiger.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_tiger.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_tiger.0001_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = rage
	}

	option = {	# The time to strike is now!
		trigger = { has_trait = gpt_tiger }
		name = gpt_personality_tiger.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_tiger.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_tiger.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_brave_opinion_gain_effect_ns = yes
		gptc_craven_opinion_loss_effect_ns = yes
	}
	option = {	# I will... show restraint
		name = gpt_personality_tiger.0001.b
		stress_impact = {
			gpt_tiger = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_craven_opinion_gain_effect_ns = yes
		gptc_brave_opinion_loss_effect_ns = yes
	}
}

gpt_personality_tiger.0002 = {
	type = character_event
	title = gpt_personality_tiger.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_tiger.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_tiger.0002_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = wilderness
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_reckless_aggression
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
				gptev_add_dread_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
				gptev_add_dread_large = yes
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 2
				}
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
				gptev_add_dread_massive = yes
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 4
				}
			}
		}
	}

	left_portrait = {
		character = root
		animation = war_over_win
	}

	option = {	# This is what it means to hunt
		name = gpt_personality_tiger.0002.a
		custom_tooltip = {
			text = gpt_personality_tiger.0002.a.tt
		}
		stress_impact = {
			gpt_tiger = @stressminor
		}
	}
}

gpt_personality_tiger.0003 = {
	type = character_event
	title = gpt_personality_tiger.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_tiger.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_tiger.0003_v2.desc
			}
		}
	}
	theme = martial
	override_background = {
		reference = wilderness
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_apex_predator
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = war_over_win
	}

	option = {
		name = gpt_personality_tiger.0003.a
		custom_tooltip = {
			text = gpt_personality_tiger.0003.a.tt
		}
		stress_impact = {
			gpt_tiger = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_vulture

########################
# Hushed Opportunist Event #
########################

gpt_personality_vulture.0001 = {
	type = character_event
	title = gpt_personality_vulture.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vulture.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vulture.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	option = {	# Opportunity waits for no one
		trigger = { has_trait = gpt_vulture }
		name = gpt_personality_vulture.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_vulture.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_vulture.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_greedy_opinion_gain_effect_ns = yes
		gptc_generous_opinion_loss_effect_ns = yes
	}
	option = {	# Some opportunities should be declined
		name = gpt_personality_vulture.0001.b
		stress_impact = {
			gpt_vulture = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_generous_opinion_gain_effect_ns = yes
		gptc_greedy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_vulture.0002 = {
	type = character_event
	title = gpt_personality_vulture.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vulture.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vulture.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_vulture_reputation
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {	# The world rewards those who watch and wait
		name = gpt_personality_vulture.0002.a
		custom_tooltip = {
			text = gpt_personality_vulture.0002.a.tt
		}
		stress_impact = {
			gpt_vulture = @stressminor
		}
	}
}

gpt_personality_vulture.0003 = {
	type = character_event
	title = gpt_personality_vulture.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vulture.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_vulture.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_pragmatic_opportunist
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = dismissal
	}

	option = {
		name = gpt_personality_vulture.0003.a
		custom_tooltip = {
			text = gpt_personality_vulture.0003.a.tt
		}
		stress_impact = {
			gpt_vulture = @stressdecrease
		}
		gptev_add_gold_small = yes
	}
}

namespace = gpt_personality_wolf

########################
# Loyal Sentinel Event #
########################

gpt_personality_wolf.0001 = {
	type = character_event
	title = gpt_personality_wolf.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wolf.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wolf.0001_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = personality_honorable
	}

	option = {	# I will stand by them, always
		trigger = { has_trait = gpt_wolf }
		name = gpt_personality_wolf.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_wolf.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_wolf.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_compassionate_opinion_gain_effect_ns = yes
		gptc_callous_opinion_loss_effect_ns = yes
	}
	option = {	# I cannot risk being deceived
		name = gpt_personality_wolf.0001.b
		stress_impact = {
			gpt_wolf = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_callous_opinion_gain_effect_ns = yes
		gptc_compassionate_opinion_loss_effect_ns = yes
	}
}

gpt_personality_wolf.0002 = {
	type = character_event
	title = gpt_personality_wolf.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wolf.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wolf.0002_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = wilderness
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_misplaced_loyalty
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_small = yes
				gptev_remove_gold_medium_percent = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_small = yes
				gptev_remove_gold_huge_percent = yes
				add_character_modifier = {
					modifier = gpt_minor_injury
					years = 3
				}
			}
		}
	}

	left_portrait = {
		character = root
		animation = shame
	}

	option = {	# Loyalty is never wrong, even when betrayed
		name = gpt_personality_wolf.0002.a
		custom_tooltip = {
			text = gpt_personality_wolf.0002.a.tt
		}
		stress_impact = {
			gpt_wolf = @stressminor
		}
	}
}

gpt_personality_wolf.0003 = {
	type = character_event
	title = gpt_personality_wolf.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wolf.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_wolf.0003_v2.desc
			}
		}
	}
	theme = diplomacy
	override_background = {
		reference = wilderness
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_unbreakable_bond
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = happiness
	}

	option = {
		name = gpt_personality_wolf.0003.a
		custom_tooltip = {
			text = gpt_personality_wolf.0003.a.tt
		}
		stress_impact = {
			gpt_wolf = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}

namespace = gpt_personality_crow

########################
# Sly Plotter Event #
########################

gpt_personality_crow.0001 = {
	type = character_event
	title = gpt_personality_crow.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crow.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crow.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = reading
	}

	option = {	# I must explore the meaning of this omen.
		trigger = { has_trait = gpt_crow }
		name = gpt_personality_crow.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_crow.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_crow.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_arbitrary_opinion_gain_effect_ns = yes
		gptc_just_opinion_loss_effect_ns = yes
	}
	option = {	# This is a simple dispute, nothing more.
		name = gpt_personality_crow.0001.b
		stress_impact = {
			gpt_crow = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_just_opinion_gain_effect_ns = yes
		gptc_arbitrary_opinion_loss_effect_ns = yes
	}
}

gpt_personality_crow.0002 = {
	type = character_event
	title = gpt_personality_crow.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crow.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crow.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_exposed_schemer
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_piety_small = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_piety_large = yes
			}
			25 = {
				# Major consequences
				gptev_remove_piety_massive = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = disbelief
	}

	option = {	# They do not understand the paths I walk.
		name = gpt_personality_crow.0002.a
		custom_tooltip = {
			text = gpt_personality_crow.0002.a.tt
		}
		stress_impact = {
			gpt_crow = @stressminor
		}
	}
}

gpt_personality_crow.0003 = {
	type = character_event
	title = gpt_personality_crow.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crow.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_crow.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_uncanny_insight
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_crow.0003.a
		custom_tooltip = {
			text = gpt_personality_crow.0003.a.tt
		}
		stress_impact = {
			gpt_crow = @stressdecrease
		}
		gptev_add_piety_small = yes
	}
}

namespace = gpt_personality_weasel

########################
# Crafty Shadow Event #
########################

gpt_personality_weasel.0001 = {
	type = character_event
	title = gpt_personality_weasel.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_weasel.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_weasel.0001_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = thinking
	}

	option = {	# Fortune favors the bold and clever
		trigger = { has_trait = gpt_weasel }
		name = gpt_personality_weasel.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_weasel.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_weasel.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_greedy_opinion_gain_effect_ns = yes
		gptc_generous_opinion_loss_effect_ns = yes
	}
	option = {	# No, I must resist this impulse
		name = gpt_personality_weasel.0001.b
		stress_impact = {
			gpt_weasel = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_generous_opinion_gain_effect_ns = yes
		gptc_greedy_opinion_loss_effect_ns = yes
	}
}

gpt_personality_weasel.0002 = {
	type = character_event
	title = gpt_personality_weasel.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_weasel.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_weasel.0002_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_sticky_fingers
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_medium = yes
				gptev_remove_gold_medium_percent = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_medium = yes
				gptev_remove_gold_huge_percent = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = shame
	}

	option = {	# A temporary setback, nothing more
		name = gpt_personality_weasel.0002.a
		custom_tooltip = {
			text = gpt_personality_weasel.0002.a.tt
		}
		stress_impact = {
			gpt_weasel = @stressminor
		}
	}
}

gpt_personality_weasel.0003 = {
	type = character_event
	title = gpt_personality_weasel.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_weasel.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_weasel.0003_v2.desc
			}
		}
	}
	theme = intrigue
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_master_thief
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = schadenfreude
	}

	option = {
		name = gpt_personality_weasel.0003.a
		custom_tooltip = {
			text = gpt_personality_weasel.0003.a.tt
		}
		stress_impact = {
			gpt_weasel = @stressdecrease
		}
		gptev_add_gold_small = yes
	}
}

namespace = gpt_personality_stork

########################
# Serene Watcher Event #
########################

gpt_personality_stork.0001 = {
	type = character_event
	title = gpt_personality_stork.0001.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stork.0001_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stork.0001_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = throne_room
	}

	trigger = {
		health >= 1.5
		is_imprisoned = no
		is_incapable = no
		is_travelling = no
		is_in_army = no
	}

	left_portrait = {
		character = root
		animation = disappointed
	}

	option = {	# They will find their own resolution
		trigger = { has_trait = gpt_stork }
		name = gpt_personality_stork.0001.a
		random_list = {
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_stork.0002
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_bad } }
			}
			50 = {
				trigger_event = {
					days = { 7 14 }
					id = gpt_personality_stork.0003
				}
				show_as_tooltip = { custom_tooltip = { text = gptev_something_good } }
			}
		}
		ai_chance = { base = 100 }
		gptc_calm_opinion_gain_effect_ns = yes
		gptc_wrathful_opinion_loss_effect_ns = yes
	}
	option = {	# I must act, despite my nature
		name = gpt_personality_stork.0001.b
		stress_impact = {
			gpt_stork = @stressmajor
		}
		ai_chance = { base = 0 }
		gptc_wrathful_opinion_gain_effect_ns = yes
		gptc_calm_opinion_loss_effect_ns = yes
	}
}

gpt_personality_stork.0002 = {
	type = character_event
	title = gpt_personality_stork.0002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stork.0002_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stork.0002_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_distant_leader
			years = 5
		}
		random_list = {
			40 = {
				# Minor consequences
				gptev_remove_prestige_medium = yes
			}
			35 = {
				# Moderate consequences
				gptev_remove_prestige_huge = yes
			}
			25 = {
				# Major consequences
				gptev_remove_prestige_gigantic = yes
			}
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {	# I remain centered and balanced
		name = gpt_personality_stork.0002.a
		custom_tooltip = {
			text = gpt_personality_stork.0002.a.tt
		}
		stress_impact = {
			gpt_stork = @stressminor
		}
	}
}

gpt_personality_stork.0003 = {
	type = character_event
	title = gpt_personality_stork.0003.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { 
					NOR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stork.0003_v1.desc
			}
			triggered_desc = {
				trigger = { 
					OR = {
						government_has_flag = government_is_nomadic
						is_landless_adventurer = yes
					}
				}
				desc = gpt_personality_stork.0003_v2.desc
			}
		}
	}
	theme = stewardship
	override_background = {
		reference = study
	}

	immediate = {
		add_character_modifier = {
			modifier = gpt_serene_wisdom
			years = 5
		}
	}

	left_portrait = {
		character = root
		animation = personality_rational
	}

	option = {
		name = gpt_personality_stork.0003.a
		custom_tooltip = {
			text = gpt_personality_stork.0003.a.tt
		}
		stress_impact = {
			gpt_stork = @stressdecrease
		}
		gptev_add_prestige_medium = yes
	}
}