namespace = hire
scripted_effect find_nearby_cultures_effect = {
	culture = {
		add_to_list = nearby_cultures
	}
	capital_county = {
		culture = {
			add_to_list = nearby_cultures
		}
	}
	every_vassal_or_below = {
		culture = {
			add_to_list = nearby_cultures
		}
		capital_county = {
			culture = {
				add_to_list = nearby_cultures
			}
		}
	}
	every_liege_or_above = {
		culture = {
			add_to_list = nearby_cultures
		}
		capital_county.culture = {
			add_to_list = nearby_cultures
		}
		every_vassal_or_below = {
			culture = {
				add_to_list = nearby_cultures
			}
			capital_county.culture = {
				add_to_list = nearby_cultures
			}
		}
	}
	every_neighboring_top_liege_realm_owner = {
		culture = {
			add_to_list = nearby_cultures
		}
		capital_county = {
			culture = {
				add_to_list = nearby_cultures
			}
		}
		every_vassal_or_below = {
			culture = {
				add_to_list = nearby_cultures
			}
			capital_county = {
				culture = {
					add_to_list = nearby_cultures
				}
			}
		}
	}
	every_neighboring_and_across_water_top_liege_realm_owner = {
		culture = {
			add_to_list = nearby_cultures
		}
		capital_county = {
			culture = {
				add_to_list = nearby_cultures
			}
		}
		every_vassal_or_below = {
			culture = {
				add_to_list = nearby_cultures
			}
			capital_county = {
				culture = {
					add_to_list = nearby_cultures
				}
			}
		}
	}
	every_neighboring_realm_same_rank_owner = {
		culture = {
			add_to_list = nearby_cultures
		}
		capital_county = {
			culture = {
				add_to_list = nearby_cultures
			}
		}
		every_liege_or_above = {
			culture = {
				add_to_list = nearby_cultures
			}
			capital_county = {
				culture = {
					add_to_list = nearby_cultures
				}
			}
		}
		every_vassal_or_below = {
			culture = {
				add_to_list = nearby_cultures
			}
			capital_county = {
				culture = {
					add_to_list = nearby_cultures
				}
			}
		}
	}
	random_in_list = {
		list = nearby_cultures
		save_scope_as = nearby_culture_1
	}
	random_in_list = {
		list = nearby_cultures
		limit = {
			NOT = {
				this = scope:nearby_culture_1
			}
		}
		save_scope_as = nearby_culture_2
	}
	random_in_list = {
		list = nearby_cultures
		limit = {
			NOT = {
				this = scope:nearby_culture_1
				this = scope:nearby_culture_2
			}
		}
		save_scope_as = nearby_culture_3
	}
}

hire.0001 = {
	# Court Tutor
	type = character_event
	title = hire.0001.t
	desc = hire.0001.desc
	theme = education
	left_portrait = {
		character = scope:mid_skill_tutor
		animation = personality_content
	}
	right_portrait = {
		character = scope:low_skill_tutor
		animation = personality_rational
	}
	lower_center_portrait = {
		character = scope:high_skill_tutor
		animation = idle
	}
	trigger = {
		exists = capital_province
	}
	immediate = {
		hidden_effect = {
			find_nearby_cultures_effect = yes
			if = {
				limit = {
					is_ai = no
				}
				if = {
					limit = {
						learning >= high_skill_rating
					}
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = court_tutor_court_position
							learning >= high_skill_rating
							excellent_sum_of_all_skills_trigger = yes
							probably_intelligent_trigger = yes
							NOR = {
								has_trait = shy
								has_trait = reclusive
								culture = root.culture
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = intellect_good_1
								factor = 5
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_3
								factor = 15
							}
							modifier = {
								has_trait = shrewd
								factor = 10
							}
							modifier = {
								has_trait = scholar
								factor = 10
							}
							modifier = {
								has_trait = patient
								factor = 10
							}
						}
						save_scope_as = high_skill_tutor
					}
					if = {
						limit = {
							NOT = {
								exists = scope:high_skill_tutor
							}
						}
						create_character = {
							location = root.capital_province
							template = tutor_high_character_template
							culture = scope:nearby_culture_1
							faith = root.faith
							save_scope_as = high_skill_tutor
						}
					}
				}
				if = {
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = court_tutor_court_position
							learning >= medium_skill_rating
							good_sum_of_all_skills_trigger = yes
							probably_unintelligent_trigger = no
							NOR = {
								scope:high_skill_tutor ?= this
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = intellect_good_1
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 5
							}
							modifier = {
								has_trait = patient
								factor = 5
							}
							modifier = {
								culture = root.culture
								factor = 10
							}
						}
						save_scope_as = mid_skill_tutor
					}
				}
				if = {
					limit = {
						NOT = {
							exists = scope:mid_skill_tutor
						}
					}
					create_character = {
						location = root.capital_province
						template = tutor_mid_character_template
						culture = scope:nearby_culture_2
						faith = root.faith
						save_scope_as = mid_skill_tutor
					}
				}
				random_pool_character = {
					province = root.capital_province
					limit = {
						NOT = {
							scope:high_skill_tutor ?= this
						}
						NOT = {
							scope:mid_skill_tutor ?= this
						}
						NOT = {
							faith = {
							    faith_hostility_level = {
							    target = root.faith
							    value >= faith_hostile_level
							    }
							}
						}
						average_sum_of_all_skills_trigger = yes
						can_be_employed_as = court_tutor_court_position
					}
					weight = {
						base = 1
						modifier = {
							culture = root.culture
							factor = 20
						}
						modifier = {
							is_lowborn = yes
							factor = 10
						}
					}
					save_scope_as = low_skill_tutor
				}
				if = {
					limit = {
						NOT = {
							exists = scope:low_skill_tutor
						}
					}
					create_character = {
						location = root.capital_province
						template = tutor_low_character_template
						culture = scope:nearby_culture_3
						faith = root.faith
						save_scope_as = low_skill_tutor
					}
				}
			}
		}
	}
	option = {
		# Excellent choice
		trigger = {
			exists = scope:high_skill_tutor
			is_landed = yes
		}
		name = hire.0001.high
		trait = scholar
		trait = shrewd
		trait = theologian
		trait = intellect_good_1
		trait = intellect_good_2
		trait = intellect_good_3
		custom_tooltip = hire.0001.high_aptitude
		stress_impact = {
			greedy = major_stress_impact_gain
		}
		pay_short_term_gold = {
			target = scope:high_skill_tutor
			gold = 80
		}
		hidden_effect = {
			add_courtier = scope:high_skill_tutor
		}
		appoint_court_position = {
			recipient = scope:high_skill_tutor
			court_position = court_tutor_court_position
		}
		scope:high_skill_tutor = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Mid choice
		trigger = {
			is_landed = yes
		}
		name = hire.0001.mid
		custom_tooltip = hire.0001.mid_aptitude
		pay_short_term_gold = {
			target = scope:mid_skill_tutor
			gold = 50
		}
		hidden_effect = {
			add_courtier = scope:mid_skill_tutor
		}
		appoint_court_position = {
			recipient = scope:mid_skill_tutor
			court_position = court_tutor_court_position
		}
		scope:mid_skill_tutor = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Low choice
		trigger = {
			is_landed = yes
		}
		name = hire.0001.low
		custom_tooltip = hire.0001.low_aptitude
		trait = greedy
		stress_impact = {
			greedy = minor_stress_impact_loss
		}
		pay_short_term_gold = {
			target = scope:low_skill_tutor
			gold = 20
		}
		hidden_effect = {
			add_courtier = scope:low_skill_tutor
		}
		appoint_court_position = {
			recipient = scope:low_skill_tutor
			court_position = court_tutor_court_position
		}
		scope:low_skill_tutor = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Decide against it
		name = hire.0001.none
		custom_tooltip = hire.0001.none_tt
	}
}

hire.0002 = {
	# Chronicler
	type = character_event
	title = hire.0002.t
	desc = hire.0002.desc
	theme = legend
	left_portrait = {
		character = scope:mid_skill_chronicler
		animation = writing
	}
	right_portrait = {
		character = scope:low_skill_chronicler
		animation = personality_rational
	}
	lower_center_portrait = {
		character = scope:high_skill_chronicler
		animation = idle
	}
	trigger = {
		exists = capital_province
	}
	immediate = {
		hidden_effect = {
			find_nearby_cultures_effect = yes
			if = {
				limit = {
					is_ai = no
				}
				if = {
					limit = {
						OR = {
							learning >= high_skill_rating
							diplomacy >= high_skill_rating
							highest_held_title_tier = tier_empire
						}
					}
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = chronicler_court_position
							diplomacy >= high_skill_rating
							probably_intelligent_trigger = yes
							NOT = {
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = diplomat
								factor = 10
							}
							modifier = {
								has_trait = lifestyle_poet
								factor = 10
							}
							modifier = {
								has_trait = lifestyle_poet
								factor = 10
							}
						}
						save_scope_as = high_skill_chronicler
					}
					if = {
						limit = {
							NOT = {
								exists = scope:high_skill_chronicler
							}
						}
						create_character = {
							location = root.capital_province
							template = chronicler_high_character_template
							culture = scope:nearby_culture_1
							save_scope_as = high_skill_chronicler
							faith = root.faith
						}
					}
				}
				if = {
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = chronicler_court_position
							diplomacy >= medium_skill_rating
							probably_unintelligent_trigger = no
							NOT = {
								scope:high_skill_chronicler ?= this
							}
							NOT = {
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = diplomat
								factor = 10
							}
							modifier = {
								has_trait = lifestyle_poet
								factor = 10
							}
							modifier = {
								has_trait = lifestyle_poet
								factor = 10
							}
						}
						save_scope_as = mid_skill_chronicler
					}
				}
				if = {
					limit = {
						NOT = {
							exists = scope:mid_skill_chronicler
						}
					}
					create_character = {
						location = root.capital_province
						template = chronicler_mid_character_template
						culture = scope:nearby_culture_2
						faith = root.faith
						save_scope_as = mid_skill_chronicler
					}
				}
				random_pool_character = {
					province = root.capital_province
					limit = {
						can_be_employed_as = chronicler_court_position
						NOT = {
							scope:high_skill_chronicler ?= this
						}
						NOT = {
							scope:mid_skill_chronicler ?= this
						}
						NOT = {
							faith = {
							    faith_hostility_level = {
							    target = root.faith
							    value >= faith_hostile_level
							    }
							}
						}
						diplomacy >= mediocre_skill_rating
						diplomacy < medium_skill_rating
					}
					weight = {
						base = 1
						modifier = {
							culture = root.culture
							factor = 10
						}
						modifier = {
							is_lowborn = yes
							factor = 10
						}
					}
					save_scope_as = low_skill_chronicler
				}
				if = {
					limit = {
						NOT = {
							exists = scope:low_skill_chronicler
						}
					}
					create_character = {
						location = root.capital_province
						template = chronicler_low_character_template
						culture = scope:nearby_culture_3
						faith = root.faith
						save_scope_as = low_skill_chronicler
					}
				}
			}
		}
	}
	option = {
		# Hire the excellent choice
		trigger = {
			exists = scope:high_skill_chronicler
			is_landed = yes
		}
		name = hire.0002.high
		trait = scholar
		trait = diplomat
		trait = theologian
		trait = intellect_good_1
		trait = intellect_good_2
		trait = intellect_good_3
		custom_tooltip = hire.0002.high_aptitude
		pay_short_term_gold = {
			target = scope:high_skill_chronicler
			gold = 80
		}
		hidden_effect = {
			add_courtier = scope:high_skill_chronicler
		}
		appoint_court_position = {
			recipient = scope:high_skill_chronicler
			court_position = chronicler_court_position
		}
		scope:high_skill_chronicler = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
		stress_impact = {
			greedy = major_stress_impact_gain
		}
	}
	option = {
		# Hire the mid choice
		trigger = {
			is_landed = yes
		}
		name = hire.0002.mid
		custom_tooltip = hire.0002.mid_aptitude
		pay_short_term_gold = {
			target = scope:mid_skill_chronicler
			gold = 50
		}
		hidden_effect = {
			add_courtier = scope:mid_skill_chronicler
		}
		appoint_court_position = {
			recipient = scope:mid_skill_chronicler
			court_position = chronicler_court_position
		}
		scope:mid_skill_chronicler = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Hire the low choice
		trigger = {
			is_landed = yes
		}
		name = hire.0002.low
		trait = greedy
		custom_tooltip = hire.0002.low_aptitude
		pay_short_term_gold = {
			target = scope:low_skill_chronicler
			gold = 20
		}
		hidden_effect = {
			add_courtier = scope:low_skill_chronicler
		}
		appoint_court_position = {
			recipient = scope:low_skill_chronicler
			court_position = chronicler_court_position
		}
		scope:low_skill_chronicler = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
		stress_impact = {
			greedy = minor_stress_impact_loss
		}
	}
	option = {
		# None
		name = hire.0002.none
		custom_tooltip = hire.0002.none_tt
	}
}

hire.0003 = {
	# Lady in Waiting
	type = character_event
	title = hire.0003.t
	desc = hire.0003.desc
	theme = court
	left_portrait = {
		character = scope:high_skill_lady
		animation = personality_forgiving
	}
	right_portrait = {
		character = scope:low_skill_lady
		animation = personality_compassionate
	}
	trigger = {
		exists = capital_province
		is_female = yes
		highest_held_title_tier >= tier_kingdom
	}
	immediate = {
		hidden_effect = {
			find_nearby_cultures_effect = yes
			random_pool_character = {
				province = capital_province
				limit = {
					can_be_employed_as = lady_in_waiting_court_position
					diplomacy >= medium_skill_rating
					good_sum_of_all_skills_trigger = yes
					trait_compatibility = {
						target = root
						value >= medium_positive_trait_compatibility
					}
					NOT = {
						faith = {
						    faith_hostility_level = {
						    target = root.faith
						    value >= faith_hostile_level
						    }
						}
					}
					NOT = {
						is_lowborn = yes
					}
				}
				weight = {
					base = 1
					modifier = {
						culture = root.culture
						factor = 5
					}
					modifier = {
						trait_compatibility = {
							target = root
							value >= high_positive_trait_compatibility
						}
						factor = 5
					}
					modifier = {
						has_trait = gregarious
						factor = 2
					}
					modifier = {
						has_trait = honest
						factor = 2
					}
				}
				save_scope_as = high_skill_lady
			}
			if = {
				limit = {
					NOT = {
						exists = scope:high_skill_lady
					}
				}
				create_character = {
					location = root.capital_province
					template = liw_good_character_template
					culture = scope:nearby_culture_1
					dynasty = generate
					save_scope_as = high_skill_lady
				}
			}
			random_pool_character = {
				province = capital_province
				limit = {
					can_be_employed_as = lady_in_waiting_court_position
					diplomacy >= low_skill_rating
					average_sum_of_all_skills_trigger = yes
					trait_compatibility = {
						target = root
						value >= low_positive_trait_compatibility
					}
					NOT = {
						this = scope:high_skill_lady
					}
					NOT = {
						faith = {
						    faith_hostility_level = {
						    target = root.faith
						    value >= faith_hostile_level
						    }
						}
					}
					NOT = {
						is_lowborn = yes
					}
				}
				weight = {
					base = 1
					modifier = {
						culture = root.culture
						factor = 5
					}
					modifier = {
						has_trait = gregarious
						factor = 1.5
					}
					modifier = {
						has_trait = honest
						factor = 1.5
					}
				}
				save_scope_as = low_skill_lady
			}
			if = {
				limit = {
					NOT = {
						exists = scope:low_skill_lady
					}
				}
				create_character = {
					location = root.capital_province
					template = liw_good_character_template
					culture = scope:nearby_culture_2
					dynasty = generate
					save_scope_as = low_skill_lady
				}
			}
		}
	}
	option = {
		# Hire the highly skilled lady
		name = hire.0003.high
		custom_tooltip = hire.0003.high_aptitude
		stress_impact = {
			greedy = major_stress_impact_gain
		}
		pay_short_term_gold = {
			target = scope:high_skill_lady
			gold = 50
		}
		hidden_effect = {
			add_courtier = scope:high_skill_lady
		}
		appoint_court_position = {
			recipient = scope:high_skill_lady
			court_position = lady_in_waiting_court_position
		}
		scope:high_skill_lady = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Hire the less skilled lady
		name = hire.0003.low
		custom_tooltip = hire.0003.low_aptitude
		pay_short_term_gold = {
			target = scope:low_skill_lady
			gold = 20
		}
		hidden_effect = {
			add_courtier = scope:low_skill_lady
		}
		appoint_court_position = {
			recipient = scope:low_skill_lady
			court_position = lady_in_waiting_court_position
		}
		scope:low_skill_lady = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# There's two slots open, why not hire both?
		trigger = {
			NOT = {
				employs_court_position = lady_in_waiting_court_position
			}
		}
		name = hire.0003.both
		custom_tooltip = hire.0003.high_aptitude
		custom_tooltip = hire.0003.low_aptitude
		stress_impact = {
			greedy = max_stress_gain_threshold
			generous = major_stress_impact_loss
		}
		pay_short_term_gold = {
			target = scope:high_skill_lady
			gold = 50
		}
		hidden_effect = {
			add_courtier = scope:high_skill_lady
		}
		appoint_court_position = {
			recipient = scope:high_skill_lady
			court_position = lady_in_waiting_court_position
		}
		scope:high_skill_lady = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
		pay_short_term_gold = {
			target = scope:low_skill_lady
			gold = 20
		}
		hidden_effect = {
			add_courtier = scope:low_skill_lady
		}
		appoint_court_position = {
			recipient = scope:low_skill_lady
			court_position = lady_in_waiting_court_position
		}
		scope:low_skill_lady = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Hire neither
		name = hire.0003.none
		custom_tooltip = hire.0003.none_tt
	}
}

hire.0004 = {
	# Court Antiquarian
	type = character_event
	title = hire.0004.t
	desc = hire.0004.desc
	theme = learning
	left_portrait = {
		character = scope:mid_skill_antiquarian
		animation = personality_bold
	}
	right_portrait = {
		character = scope:low_skill_antiquarian
		animation = personality_rational
	}
	lower_center_portrait = {
		character = scope:high_skill_antiquarian
		animation = idle
	}
	trigger = {
		exists = capital_province
	}
	immediate = {
		hidden_effect = {
			find_nearby_cultures_effect = yes
			if = {
				limit = {
					is_ai = no
				}
				if = {
					limit = {
						learning >= high_skill_rating
					}
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = antiquarian_court_position
							learning >= high_skill_rating
							excellent_sum_of_all_skills_trigger = yes
							probably_intelligent_trigger = yes
							NOR = {
								has_trait = shy
								has_trait = reclusive
								culture = root.culture
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = intellect_good_1
								factor = 5
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_3
								factor = 15
							}
							modifier = {
								has_trait = shrewd
								factor = 10
							}
							modifier = {
								has_trait = scholar
								factor = 10
							}
							modifier = {
								has_trait = patient
								factor = 10
							}
						}
						save_scope_as = high_skill_antiquarian
					}
					if = {
						limit = {
							NOT = {
								exists = scope:high_skill_antiquarian
							}
						}
						create_character = {
							location = root.capital_province
							template = antiquarian_high_character_template
							culture = scope:nearby_culture_1
							faith = root.faith
							save_scope_as = high_skill_antiquarian
						}
					}
				}
				if = {
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = antiquarian_court_position
							learning >= medium_skill_rating
							good_sum_of_all_skills_trigger = yes
							probably_unintelligent_trigger = no
							NOR = {
								scope:high_skill_antiquarian ?= this
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = intellect_good_1
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 5
							}
							modifier = {
								has_trait = patient
								factor = 5
							}
							modifier = {
								culture = root.culture
								factor = 10
							}
						}
						save_scope_as = mid_skill_antiquarian
					}
				}
				if = {
					limit = {
						NOT = {
							exists = scope:mid_skill_antiquarian
						}
					}
					create_character = {
						location = root.capital_province
						template = antiquarian_mid_character_template
						culture = scope:nearby_culture_2
						faith = root.faith
						save_scope_as = mid_skill_antiquarian
					}
				}
				random_pool_character = {
					province = root.capital_province
					limit = {
						NOT = {
							scope:high_skill_antiquarian ?= this
						}
						NOT = {
							scope:mid_skill_antiquarian ?= this
						}
						NOT = {
							faith = {
							    faith_hostility_level = {
							    target = root.faith
							    value >= faith_hostile_level
							    }
							}
						}
						average_sum_of_all_skills_trigger = yes
						can_be_employed_as = antiquarian_court_position
					}
					weight = {
						base = 1
						modifier = {
							culture = root.culture
							factor = 20
						}
						modifier = {
							is_lowborn = yes
							factor = 10
						}
					}
					save_scope_as = low_skill_antiquarian
				}
				if = {
					limit = {
						NOT = {
							exists = scope:low_skill_antiquarian
						}
					}
					create_character = {
						location = root.capital_province
						template = antiquarian_low_character_template
						culture = scope:nearby_culture_3
						faith = root.faith
						save_scope_as = low_skill_antiquarian
					}
				}
			}
		}
	}
	option = {
		# Excellent choice
		trigger = {
			exists = scope:high_skill_antiquarian
			is_landed = yes
		}
		name = hire.0004.high
		trait = scholar
		trait = shrewd
		trait = intellect_good_1
		trait = intellect_good_2
		trait = intellect_good_3
		custom_tooltip = hire.0004.high_aptitude
		stress_impact = {
			greedy = major_stress_impact_gain
		}
		pay_short_term_gold = {
			target = scope:high_skill_antiquarian
			gold = 80
		}
		hidden_effect = {
			add_courtier = scope:high_skill_antiquarian
		}
		appoint_court_position = {
			recipient = scope:high_skill_antiquarian
			court_position = antiquarian_court_position
		}
		scope:high_skill_antiquarian = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Mid choice
		trigger = {
			is_landed = yes
		}
		name = hire.0004.mid
		custom_tooltip = hire.0004.mid_aptitude
		pay_short_term_gold = {
			target = scope:mid_skill_antiquarian
			gold = 50
		}
		hidden_effect = {
			add_courtier = scope:mid_skill_antiquarian
		}
		appoint_court_position = {
			recipient = scope:mid_skill_antiquarian
			court_position = antiquarian_court_position
		}
		scope:mid_skill_antiquarian = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Low choice
		trigger = {
			is_landed = yes
		}
		name = hire.0004.low
		custom_tooltip = hire.0004.low_aptitude
		trait = greedy
		stress_impact = {
			greedy = minor_stress_impact_loss
		}
		pay_short_term_gold = {
			target = scope:low_skill_antiquarian
			gold = 20
		}
		hidden_effect = {
			add_courtier = scope:low_skill_antiquarian
		}
		appoint_court_position = {
			recipient = scope:low_skill_antiquarian
			court_position = antiquarian_court_position
		}
		scope:low_skill_antiquarian = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Decide against it
		name = hire.0004.none
		custom_tooltip = hire.0004.none_tt
	}
}

hire.0005 = {
	# Court Seneschal
	type = character_event
	title = hire.0005.t
	desc = hire.0005.desc
	theme = stewardship
	left_portrait = {
		character = scope:mid_skill_seneschal
		animation = writing
	}
	right_portrait = {
		character = scope:low_skill_seneschal
		animation = personality_rational
	}
	lower_center_portrait = {
		character = scope:high_skill_seneschal
		animation = idle
	}
	trigger = {
		exists = capital_province
	}
	immediate = {
		hidden_effect = {
			find_nearby_cultures_effect = yes
			if = {
				limit = {
					is_ai = no
				}
				if = {
					limit = {
						stewardship >= high_skill_rating
					}
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = seneschal_court_position
							stewardship >= high_skill_rating
							excellent_sum_of_all_skills_trigger = yes
							probably_intelligent_trigger = yes
							NOR = {
								has_trait = shy
								has_trait = reclusive
								culture = root.culture
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = intellect_good_1
								factor = 5
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_3
								factor = 15
							}
							modifier = {
								has_trait = shrewd
								factor = 10
							}
							modifier = {
								has_trait = scholar
								factor = 10
							}
							modifier = {
								has_trait = patient
								factor = 10
							}
						}
						save_scope_as = high_skill_seneschal
					}
					if = {
						limit = {
							NOT = {
								exists = scope:high_skill_seneschal
							}
						}
						create_character = {
							location = root.capital_province
							template = seneschal_high_character_template
							culture = scope:nearby_culture_1
							faith = root.faith
							save_scope_as = high_skill_seneschal
						}
					}
				}
				if = {
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = seneschal_court_position
							stewardship >= medium_skill_rating
							good_sum_of_all_skills_trigger = yes
							probably_unintelligent_trigger = no
							NOR = {
								scope:high_skill_seneschal ?= this
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = intellect_good_1
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 5
							}
							modifier = {
								has_trait = patient
								factor = 5
							}
							modifier = {
								culture = root.culture
								factor = 10
							}
						}
						save_scope_as = mid_skill_seneschal
					}
				}
				if = {
					limit = {
						NOT = {
							exists = scope:mid_skill_seneschal
						}
					}
					create_character = {
						location = root.capital_province
						template = seneschal_mid_character_template
						culture = scope:nearby_culture_2
						faith = root.faith
						save_scope_as = mid_skill_seneschal
					}
				}
				random_pool_character = {
					province = root.capital_province
					limit = {
						NOT = {
							scope:high_skill_seneschal ?= this
						}
						NOT = {
							scope:mid_skill_seneschal ?= this
						}
						NOT = {
							faith = {
							    faith_hostility_level = {
							    target = root.faith
							    value >= faith_hostile_level
							    }
							}
						}
						average_sum_of_all_skills_trigger = yes
						can_be_employed_as = seneschal_court_position
					}
					weight = {
						base = 1
						modifier = {
							culture = root.culture
							factor = 20
						}
						modifier = {
							is_lowborn = yes
							factor = 10
						}
					}
					save_scope_as = low_skill_seneschal
				}
				if = {
					limit = {
						NOT = {
							exists = scope:low_skill_seneschal
						}
					}
					create_character = {
						location = root.capital_province
						template = seneschal_low_character_template
						culture = scope:nearby_culture_3
						faith = root.faith
						save_scope_as = low_skill_seneschal
					}
				}
			}
		}
	}
	option = {
		# Excellent choice
		trigger = {
			exists = scope:high_skill_seneschal
			is_landed = yes
		}
		name = hire.0005.high
		trait = shrewd
		trait = patient
		trait = intellect_good_1
		trait = intellect_good_2
		trait = intellect_good_3
		custom_tooltip = hire.0005.high_aptitude
		stress_impact = {
			greedy = major_stress_impact_gain
		}
		pay_short_term_gold = {
			target = scope:high_skill_seneschal
			gold = 80
		}
		hidden_effect = {
			add_courtier = scope:high_skill_seneschal
		}
		appoint_court_position = {
			recipient = scope:high_skill_seneschal
			court_position = seneschal_court_position
		}
		scope:high_skill_seneschal = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Mid choice
		trigger = {
			is_landed = yes
		}
		name = hire.0005.mid
		custom_tooltip = hire.0005.mid_aptitude
		pay_short_term_gold = {
			target = scope:mid_skill_seneschal
			gold = 50
		}
		hidden_effect = {
			add_courtier = scope:mid_skill_seneschal
		}
		appoint_court_position = {
			recipient = scope:mid_skill_seneschal
			court_position = seneschal_court_position
		}
		scope:mid_skill_seneschal = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Low choice
		trigger = {
			is_landed = yes
		}
		name = hire.0005.low
		custom_tooltip = hire.0005.low_aptitude
		trait = greedy
		stress_impact = {
			greedy = minor_stress_impact_loss
		}
		pay_short_term_gold = {
			target = scope:low_skill_seneschal
			gold = 20
		}
		hidden_effect = {
			add_courtier = scope:low_skill_seneschal
		}
		appoint_court_position = {
			recipient = scope:low_skill_seneschal
			court_position = seneschal_court_position
		}
		scope:low_skill_seneschal = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Decide against it
		name = hire.0005.none
		custom_tooltip = hire.0005.none_tt
	}
}

hire.0006 = {
	# High Almoner
	type = character_event
	title = hire.0006.t
	desc = hire.0006.desc
	theme = learning
	left_portrait = {
		character = scope:mid_skill_high_almoner
		animation = eccentric
	}
	right_portrait = {
		character = scope:low_skill_high_almoner
		animation = personality_rational
	}
	lower_center_portrait = {
		character = scope:high_skill_high_almoner
		animation = idle
	}
	trigger = {
		exists = capital_province
	}
	immediate = {
		hidden_effect = {
			find_nearby_cultures_effect = yes
			if = {
				limit = {
					is_ai = no
				}
				if = {
					limit = {
						learning >= high_skill_rating
					}
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = high_almoner_court_position
							learning >= high_skill_rating
							excellent_sum_of_all_skills_trigger = yes
							probably_intelligent_trigger = yes
							NOR = {
								has_trait = shy
								has_trait = reclusive
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = intellect_good_1
								factor = 5
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_3
								factor = 15
							}
							modifier = {
								has_trait = scholar
								factor = 10
							}
							modifier = {
								has_trait = theologian
								factor = 10
							}
							modifier = {
								has_trait = zealous
								factor = 5
							}
						}
						save_scope_as = high_skill_high_almoner
					}
					if = {
						limit = {
							NOT = {
								exists = scope:high_skill_high_almoner
							}
						}
						create_character = {
							location = root.capital_province
							template = high_almoner_high_character_template
							culture = scope:nearby_culture_1
							faith = root.faith
							save_scope_as = high_skill_high_almoner
						}
					}
				}
				if = {
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = high_almoner_court_position
							learning >= medium_skill_rating
							good_sum_of_all_skills_trigger = yes
							probably_unintelligent_trigger = no
							NOR = {
								scope:high_skill_high_almoner ?= this
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = intellect_good_1
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 5
							}
							modifier = {
								faith = root.faith
								factor = 10
							}
						}
						save_scope_as = mid_skill_high_almoner
					}
				}
				if = {
					limit = {
						NOT = {
							exists = scope:mid_skill_high_almoner
						}
					}
					create_character = {
						location = root.capital_province
						template = high_almoner_mid_character_template
						culture = scope:nearby_culture_2
						faith = root.faith
						save_scope_as = mid_skill_high_almoner
					}
				}
				random_pool_character = {
					province = root.capital_province
					limit = {
						NOT = {
							scope:high_skill_high_almoner ?= this
						}
						NOT = {
							scope:mid_skill_high_almoner ?= this
						}
						NOT = {
							faith = {
							    faith_hostility_level = {
							    target = root.faith
							    value >= faith_hostile_level
							    }
							}
						}
						average_sum_of_all_skills_trigger = yes
						can_be_employed_as = high_almoner_court_position
					}
					weight = {
						base = 1
						modifier = {
							faith = root.faith
							factor = 20
						}
						modifier = {
							is_lowborn = yes
							factor = 10
						}
					}
					save_scope_as = low_skill_high_almoner
				}
				if = {
					limit = {
						NOT = {
							exists = scope:low_skill_high_almoner
						}
					}
					create_character = {
						location = root.capital_province
						template = high_almoner_low_character_template
						culture = scope:nearby_culture_3
						faith = root.faith
						save_scope_as = low_skill_high_almoner
					}
				}
			}
		}
	}
	option = {
		# Excellent choice
		trigger = {
			exists = scope:high_skill_high_almoner
			is_landed = yes
		}
		name = hire.0006.high
		trait = scholar
		trait = zealous
		trait = intellect_good_1
		custom_tooltip = hire.0006.high_aptitude
		stress_impact = {
			greedy = major_stress_impact_gain
		}
		pay_short_term_gold = {
			target = scope:high_skill_high_almoner
			gold = 80
		}
		hidden_effect = {
			add_courtier = scope:high_skill_high_almoner
		}
		appoint_court_position = {
			recipient = scope:high_skill_high_almoner
			court_position = high_almoner_court_position
		}
		scope:high_skill_high_almoner = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Mid choice
		trigger = {
			is_landed = yes
		}
		name = hire.0006.mid
		custom_tooltip = hire.0006.mid_aptitude
		pay_short_term_gold = {
			target = scope:mid_skill_high_almoner
			gold = 50
		}
		hidden_effect = {
			add_courtier = scope:mid_skill_high_almoner
		}
		appoint_court_position = {
			recipient = scope:mid_skill_high_almoner
			court_position = high_almoner_court_position
		}
		scope:mid_skill_high_almoner = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Low choice
		trigger = {
			is_landed = yes
		}
		name = hire.0006.low
		custom_tooltip = hire.0006.low_aptitude
		trait = greedy
		stress_impact = {
			greedy = minor_stress_impact_loss
		}
		pay_short_term_gold = {
			target = scope:low_skill_high_almoner
			gold = 20
		}
		hidden_effect = {
			add_courtier = scope:low_skill_high_almoner
		}
		appoint_court_position = {
			recipient = scope:low_skill_high_almoner
			court_position = high_almoner_court_position
		}
		scope:low_skill_high_almoner = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Decide against it
		name = hire.0006.none
		custom_tooltip = hire.0006.none_tt
	}
}

hire.0007 = {
	# Royal Architect
	type = character_event
	title = hire.0007.t
	desc = hire.0007.desc
	theme = stewardship
	left_portrait = {
		character = scope:mid_skill_royal_architect
		animation = writing
	}
	right_portrait = {
		character = scope:low_skill_royal_architect
		animation = personality_rational
	}
	lower_center_portrait = {
		character = scope:high_skill_royal_architect
		animation = idle
	}
	trigger = {
		exists = capital_province
	}
	immediate = {
		hidden_effect = {
			find_nearby_cultures_effect = yes
			if = {
				limit = {
					is_ai = no
				}
				if = {
					limit = {
						stewardship >= high_skill_rating
					}
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = royal_architect_court_position
							stewardship >= high_skill_rating
							excellent_sum_of_all_skills_trigger = yes
							probably_intelligent_trigger = yes
							NOR = {
								has_trait = shy
								has_trait = reclusive
								culture = root.culture
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = architect
								factor = 15
							}
							modifier = {
								has_trait = architect
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_1
								factor = 5
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_3
								factor = 15
							}
							modifier = {
								has_trait = shrewd
								factor = 10
							}
							modifier = {
								has_trait = ambitious
								factor = 10
							}
						}
						save_scope_as = high_skill_royal_architect
					}
					if = {
						limit = {
							NOT = {
								exists = scope:high_skill_royal_architect
							}
						}
						create_character = {
							location = root.capital_province
							template = royal_architect_high_character_template
							culture = scope:nearby_culture_1
							faith = root.faith
							save_scope_as = high_skill_royal_architect
						}
					}
				}
				if = {
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = royal_architect_court_position
							stewardship >= medium_skill_rating
							good_sum_of_all_skills_trigger = yes
							probably_unintelligent_trigger = no
							NOR = {
								scope:high_skill_royal_architect ?= this
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = intellect_good_1
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 5
							}
							modifier = {
								has_trait = architect
								factor = 10
							}
							modifier = {
								culture = root.culture
								factor = 10
							}
						}
						save_scope_as = mid_skill_royal_architect
					}
				}
				if = {
					limit = {
						NOT = {
							exists = scope:mid_skill_royal_architect
						}
					}
					create_character = {
						location = root.capital_province
						template = royal_architect_mid_character_template
						culture = scope:nearby_culture_2
						faith = root.faith
						save_scope_as = mid_skill_royal_architect
					}
				}
				random_pool_character = {
					province = root.capital_province
					limit = {
						NOT = {
							scope:high_skill_royal_architect ?= this
						}
						NOT = {
							scope:mid_skill_royal_architect ?= this
						}
						NOT = {
							faith = {
							    faith_hostility_level = {
							    target = root.faith
							    value >= faith_hostile_level
							    }
							}
						}
						average_sum_of_all_skills_trigger = yes
						can_be_employed_as = royal_architect_court_position
					}
					weight = {
						base = 1
						modifier = {
							culture = root.culture
							factor = 20
						}
						modifier = {
							is_lowborn = yes
							factor = 10
						}
					}
					save_scope_as = low_skill_royal_architect
				}
				if = {
					limit = {
						NOT = {
							exists = scope:low_skill_royal_architect
						}
					}
					create_character = {
						location = root.capital_province
						template = royal_architect_low_character_template
						culture = scope:nearby_culture_3
						faith = root.faith
						save_scope_as = low_skill_royal_architect
					}
				}
			}
		}
	}
	option = {
		# Excellent choice
		trigger = {
			exists = scope:high_skill_royal_architect
			is_landed = yes
		}
		name = hire.0007.high
		trait = architect
		trait = ambitious
		trait = intellect_good_1
		trait = intellect_good_2
		custom_tooltip = hire.0007.high_aptitude
		stress_impact = {
			greedy = major_stress_impact_gain
		}
		pay_short_term_gold = {
			target = scope:high_skill_royal_architect
			gold = 80
		}
		hidden_effect = {
			add_courtier = scope:high_skill_royal_architect
		}
		appoint_court_position = {
			recipient = scope:high_skill_royal_architect
			court_position = royal_architect_court_position
		}
		scope:high_skill_royal_architect = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Mid choice
		trigger = {
			is_landed = yes
		}
		name = hire.0007.mid
		custom_tooltip = hire.0007.mid_aptitude
		pay_short_term_gold = {
			target = scope:mid_skill_royal_architect
			gold = 50
		}
		hidden_effect = {
			add_courtier = scope:mid_skill_royal_architect
		}
		appoint_court_position = {
			recipient = scope:mid_skill_royal_architect
			court_position = royal_architect_court_position
		}
		scope:mid_skill_royal_architect = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Low choice
		trigger = {
			is_landed = yes
		}
		name = hire.0007.low
		custom_tooltip = hire.0007.low_aptitude
		trait = greedy
		stress_impact = {
			greedy = minor_stress_impact_loss
		}
		pay_short_term_gold = {
			target = scope:low_skill_royal_architect
			gold = 20
		}
		hidden_effect = {
			add_courtier = scope:low_skill_royal_architect
		}
		appoint_court_position = {
			recipient = scope:low_skill_royal_architect
			court_position = royal_architect_court_position
		}
		scope:low_skill_royal_architect = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Decide against it
		name = hire.0007.none
		custom_tooltip = hire.0007.none_tt
	}
}

hire.0008 = {
	# Food Taster
	type = character_event
	title = hire.0008.t
	desc = hire.0008.desc
	theme = intrigue
	left_portrait = {
		character = scope:mid_skill_food_taster
		animation = personality_bold
	}
	right_portrait = {
		character = scope:low_skill_food_taster
		animation = personality_rational
	}
	lower_center_portrait = {
		character = scope:high_skill_food_taster
		animation = idle
	}
	trigger = {
		exists = capital_province
	}
	immediate = {
		hidden_effect = {
			find_nearby_cultures_effect = yes
			if = {
				limit = {
					is_ai = no
				}
				if = {
					limit = {
						intrigue >= high_skill_rating
					}
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = food_taster_court_position
							intrigue >= high_skill_rating
							excellent_sum_of_all_skills_trigger = yes
							probably_intelligent_trigger = yes
							NOR = {
								has_trait = trusting
								has_trait = honest
								culture = root.culture
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = education_intrigue_3
								factor = 15
							}
							modifier = {
								has_trait = deceitful
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_1
								factor = 5
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_3
								factor = 15
							}
							modifier = {
								has_trait = shrewd
								factor = 10
							}
							modifier = {
								has_trait = paranoid
								factor = 10
							}
						}
						save_scope_as = high_skill_food_taster
					}
					if = {
						limit = {
							NOT = {
								exists = scope:high_skill_food_taster
							}
						}
						create_character = {
							location = root.capital_province
							template = food_taster_high_character_template
							culture = scope:nearby_culture_1
							faith = root.faith
							save_scope_as = high_skill_food_taster
						}
					}
				}
				if = {
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = food_taster_court_position
							intrigue >= medium_skill_rating
							good_sum_of_all_skills_trigger = yes
							probably_unintelligent_trigger = no
							NOR = {
								scope:high_skill_food_taster ?= this
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = intellect_good_1
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 5
							}
							modifier = {
								has_trait = paranoid
								factor = 5
							}
							modifier = {
								culture = root.culture
								factor = 10
							}
						}
						save_scope_as = mid_skill_food_taster
					}
				}
				if = {
					limit = {
						NOT = {
							exists = scope:mid_skill_food_taster
						}
					}
					create_character = {
						location = root.capital_province
						template = food_taster_mid_character_template
						culture = scope:nearby_culture_2
						faith = root.faith
						save_scope_as = mid_skill_food_taster
					}
				}
				random_pool_character = {
					province = root.capital_province
					limit = {
						NOT = {
							scope:high_skill_food_taster ?= this
						}
						NOT = {
							scope:mid_skill_food_taster ?= this
						}
						NOT = {
							faith = {
							    faith_hostility_level = {
							    target = root.faith
							    value >= faith_hostile_level
							    }
							}
						}
						average_sum_of_all_skills_trigger = yes
						can_be_employed_as = food_taster_court_position
					}
					weight = {
						base = 1
						modifier = {
							culture = root.culture
							factor = 20
						}
						modifier = {
							is_lowborn = yes
							factor = 10
						}
					}
					save_scope_as = low_skill_food_taster
				}
				if = {
					limit = {
						NOT = {
							exists = scope:low_skill_food_taster
						}
					}
					create_character = {
						location = root.capital_province
						template = food_taster_low_character_template
						culture = scope:nearby_culture_3
						faith = root.faith
						save_scope_as = low_skill_food_taster
					}
				}
			}
		}
	}
	option = {
		# Excellent choice
		trigger = {
			exists = scope:high_skill_food_taster
			is_landed = yes
		}
		name = hire.0008.high
		trait = education_intrigue_3
		trait = paranoid
		trait = intellect_good_1
		trait = intellect_good_2
		custom_tooltip = hire.0008.high_aptitude
		stress_impact = {
			trusting = major_stress_impact_gain
		}
		pay_short_term_gold = {
			target = scope:high_skill_food_taster
			gold = 80
		}
		hidden_effect = {
			add_courtier = scope:high_skill_food_taster
		}
		appoint_court_position = {
			recipient = scope:high_skill_food_taster
			court_position = food_taster_court_position
		}
		scope:high_skill_food_taster = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Mid choice
		trigger = {
			is_landed = yes
		}
		name = hire.0008.mid
		custom_tooltip = hire.0008.mid_aptitude
		pay_short_term_gold = {
			target = scope:mid_skill_food_taster
			gold = 50
		}
		hidden_effect = {
			add_courtier = scope:mid_skill_food_taster
		}
		appoint_court_position = {
			recipient = scope:mid_skill_food_taster
			court_position = food_taster_court_position
		}
		scope:mid_skill_food_taster = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Low choice
		trigger = {
			is_landed = yes
		}
		name = hire.0008.low
		custom_tooltip = hire.0008.low_aptitude
		trait = paranoid
		stress_impact = {
			trusting = minor_stress_impact_loss
		}
		pay_short_term_gold = {
			target = scope:low_skill_food_taster
			gold = 20
		}
		hidden_effect = {
			add_courtier = scope:low_skill_food_taster
		}
		appoint_court_position = {
			recipient = scope:low_skill_food_taster
			court_position = food_taster_court_position
		}
		scope:low_skill_food_taster = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Decide against it
		name = hire.0008.none
		custom_tooltip = hire.0008.none_tt
	}
}

hire.0009 = {
	# Court Jester
	type = character_event
	title = hire.0009.t
	desc = hire.0009.desc
	theme = court
	left_portrait = {
		character = scope:mid_skill_court_jester
		animation = personality_cynical
	}
	right_portrait = {
		character = scope:low_skill_court_jester
		animation = eccentric
	}
	lower_center_portrait = {
		character = scope:high_skill_court_jester
		animation = idle
	}
	trigger = {
		exists = capital_province
		highest_held_title_tier >= tier_duchy
	}
	immediate = {
		hidden_effect = {
			find_nearby_cultures_effect = yes
			if = {
				limit = {
					is_ai = no
				}
				if = {
					limit = {
						diplomacy >= high_skill_rating
					}
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = court_jester_court_position
							diplomacy >= high_skill_rating
							excellent_sum_of_all_skills_trigger = yes
							probably_intelligent_trigger = yes
							NOR = {
								has_trait = shy
								has_trait = craven
								culture = root.culture
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = lifestyle_poet
								factor = 10
							}
							modifier = {
								has_trait = lifestyle_reveler
								factor = 15
							}
							modifier = {
								has_trait = gregarious
								factor = 10
							}
							modifier = {
								has_trait = charming
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_1
								factor = 5
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 10
							}
						}
						save_scope_as = high_skill_court_jester
					}
					if = {
						limit = {
							NOT = {
								exists = scope:high_skill_court_jester
							}
						}
						create_character = {
							location = root.capital_province
							template = court_jester_high_character_template
							culture = scope:nearby_culture_1
							faith = root.faith
							save_scope_as = high_skill_court_jester
						}
					}
				}
				if = {
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = court_jester_court_position
							diplomacy >= medium_skill_rating
							good_sum_of_all_skills_trigger = yes
							probably_unintelligent_trigger = no
							NOR = {
								scope:high_skill_court_jester ?= this
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = lifestyle_poet
								factor = 10
							}
							modifier = {
								has_trait = gregarious
								factor = 10
							}
							modifier = {
								culture = root.culture
								factor = 10
							}
						}
						save_scope_as = mid_skill_court_jester
					}
				}
				if = {
					limit = {
						NOT = {
							exists = scope:mid_skill_court_jester
						}
					}
					create_character = {
						location = root.capital_province
						template = court_jester_mid_character_template
						culture = scope:nearby_culture_2
						faith = root.faith
						save_scope_as = mid_skill_court_jester
					}
				}
				random_pool_character = {
					province = root.capital_province
					limit = {
						NOT = {
							scope:high_skill_court_jester ?= this
						}
						NOT = {
							scope:mid_skill_court_jester ?= this
						}
						NOT = {
							faith = {
							    faith_hostility_level = {
							    target = root.faith
							    value >= faith_hostile_level
							    }
							}
						}
						average_sum_of_all_skills_trigger = yes
						can_be_employed_as = court_jester_court_position
					}
					weight = {
						base = 1
						modifier = {
							culture = root.culture
							factor = 20
						}
						modifier = {
							is_lowborn = yes
							factor = 10
						}
					}
					save_scope_as = low_skill_court_jester
				}
				if = {
					limit = {
						NOT = {
							exists = scope:low_skill_court_jester
						}
					}
					create_character = {
						location = root.capital_province
						template = court_jester_low_character_template
						culture = scope:nearby_culture_3
						faith = root.faith
						save_scope_as = low_skill_court_jester
					}
				}
			}
		}
	}
	option = {
		# Excellent choice
		trigger = {
			exists = scope:high_skill_court_jester
			is_landed = yes
		}
		name = hire.0009.high
		trait = lifestyle_poet
		trait = charming
		trait = intellect_good_1
		trait = intellect_good_2
		custom_tooltip = hire.0009.high_aptitude
		stress_impact = {
			grumpy = major_stress_impact_loss
			depressed = major_stress_impact_loss
		}
		pay_short_term_gold = {
			target = scope:high_skill_court_jester
			gold = 60
		}
		hidden_effect = {
			add_courtier = scope:high_skill_court_jester
		}
		appoint_court_position = {
			recipient = scope:high_skill_court_jester
			court_position = court_jester_court_position
		}
		scope:high_skill_court_jester = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Mid choice
		trigger = {
			is_landed = yes
		}
		name = hire.0009.mid
		custom_tooltip = hire.0009.mid_aptitude
		stress_impact = {
			grumpy = minor_stress_impact_loss
		}
		pay_short_term_gold = {
			target = scope:mid_skill_court_jester
			gold = 40
		}
		hidden_effect = {
			add_courtier = scope:mid_skill_court_jester
		}
		appoint_court_position = {
			recipient = scope:mid_skill_court_jester
			court_position = court_jester_court_position
		}
		scope:mid_skill_court_jester = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Low choice
		trigger = {
			is_landed = yes
		}
		name = hire.0009.low
		custom_tooltip = hire.0009.low_aptitude
		pay_short_term_gold = {
			target = scope:low_skill_court_jester
			gold = 15
		}
		hidden_effect = {
			add_courtier = scope:low_skill_court_jester
		}
		appoint_court_position = {
			recipient = scope:low_skill_court_jester
			court_position = court_jester_court_position
		}
		scope:low_skill_court_jester = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Decide against it
		name = hire.0009.none
		custom_tooltip = hire.0009.none_tt
	}
}

hire.0010 = {
	# Executioner
	type = character_event
	title = hire.0010.t
	desc = hire.0010.desc
	theme = intrigue
	left_portrait = {
		character = scope:mid_skill_executioner
		animation = threatening
	}
	right_portrait = {
		character = scope:low_skill_executioner
		animation = personality_cynical
	}
	lower_center_portrait = {
		character = scope:high_skill_executioner
		animation = idle
	}
	trigger = {
		exists = capital_province
		highest_held_title_tier >= tier_kingdom
	}
	immediate = {
		hidden_effect = {
			find_nearby_cultures_effect = yes
			if = {
				limit = {
					is_ai = no
				}
				if = {
					limit = {
						intrigue >= high_skill_rating
					}
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = executioner_court_position
							intrigue >= high_skill_rating
							excellent_sum_of_all_skills_trigger = yes
							probably_intelligent_trigger = yes
							NOR = {
								has_trait = compassionate
								has_trait = compassionate
								culture = root.culture
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = torturer
								factor = 15
							}
							modifier = {
								has_trait = sadistic
								factor = 15
							}
							modifier = {
								has_trait = sadistic
								factor = 10
							}
							modifier = {
								has_trait = wrathful
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_1
								factor = 5
							}
							modifier = {
								has_trait = intellect_good_2
								factor = 10
							}
						}
						save_scope_as = high_skill_executioner
					}
					if = {
						limit = {
							NOT = {
								exists = scope:high_skill_executioner
							}
						}
						create_character = {
							location = root.capital_province
							template = executioner_high_character_template
							culture = scope:nearby_culture_1
							faith = root.faith
							save_scope_as = high_skill_executioner
						}
					}
				}
				if = {
					random_pool_character = {
						province = capital_province
						limit = {
							can_be_employed_as = executioner_court_position
							intrigue >= medium_skill_rating
							good_sum_of_all_skills_trigger = yes
							probably_unintelligent_trigger = no
							NOR = {
								scope:high_skill_executioner ?= this
								faith = {
								    faith_hostility_level = {
								    target = root.faith
								    value >= faith_hostile_level
								    }
								}
							}
						}
						weight = {
							base = 1
							modifier = {
								has_trait = sadistic
								factor = 10
							}
							modifier = {
								has_trait = intellect_good_1
								factor = 10
							}
							modifier = {
								culture = root.culture
								factor = 10
							}
						}
						save_scope_as = mid_skill_executioner
					}
				}
				if = {
					limit = {
						NOT = {
							exists = scope:mid_skill_executioner
						}
					}
					create_character = {
						location = root.capital_province
						template = executioner_mid_character_template
						culture = scope:nearby_culture_2
						faith = root.faith
						save_scope_as = mid_skill_executioner
					}
				}
				random_pool_character = {
					province = root.capital_province
					limit = {
						NOT = {
							scope:high_skill_executioner ?= this
						}
						NOT = {
							scope:mid_skill_executioner ?= this
						}
						NOT = {
							faith = {
							    faith_hostility_level = {
							    target = root.faith
							    value >= faith_hostile_level
							    }
							}
						}
						average_sum_of_all_skills_trigger = yes
						can_be_employed_as = executioner_court_position
					}
					weight = {
						base = 1
						modifier = {
							culture = root.culture
							factor = 20
						}
						modifier = {
							is_lowborn = yes
							factor = 10
						}
					}
					save_scope_as = low_skill_executioner
				}
				if = {
					limit = {
						NOT = {
							exists = scope:low_skill_executioner
						}
					}
					create_character = {
						location = root.capital_province
						template = executioner_low_character_template
						culture = scope:nearby_culture_3
						faith = root.faith
						save_scope_as = low_skill_executioner
					}
				}
			}
		}
	}
	option = {
		# Excellent choice
		trigger = {
			exists = scope:high_skill_executioner
			is_landed = yes
		}
		name = hire.0010.high
		trait = torturer
		trait = wrathful
		trait = intellect_good_1
		custom_tooltip = hire.0010.high_aptitude
		stress_impact = {
			merciful = major_stress_impact_gain
		}
		pay_short_term_gold = {
			target = scope:high_skill_executioner
			gold = 70
		}
		hidden_effect = {
			add_courtier = scope:high_skill_executioner
		}
		appoint_court_position = {
			recipient = scope:high_skill_executioner
			court_position = executioner_court_position
		}
		scope:high_skill_executioner = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Mid choice
		trigger = {
			is_landed = yes
		}
		name = hire.0010.mid
		custom_tooltip = hire.0010.mid_aptitude
		pay_short_term_gold = {
			target = scope:mid_skill_executioner
			gold = 45
		}
		hidden_effect = {
			add_courtier = scope:mid_skill_executioner
		}
		appoint_court_position = {
			recipient = scope:mid_skill_executioner
			court_position = executioner_court_position
		}
		scope:mid_skill_executioner = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Low choice
		trigger = {
			is_landed = yes
		}
		name = hire.0010.low
		custom_tooltip = hire.0010.low_aptitude
		pay_short_term_gold = {
			target = scope:low_skill_executioner
			gold = 25
		}
		hidden_effect = {
			add_courtier = scope:low_skill_executioner
		}
		appoint_court_position = {
			recipient = scope:low_skill_executioner
			court_position = executioner_court_position
		}
		scope:low_skill_executioner = {
			add_opinion = {
				modifier = hired_me_opinion
				opinion = 30
				target = root
			}
		}
	}
	option = {
		# Decide against it
		name = hire.0010.none
		custom_tooltip = hire.0010.none_tt
	}
}

hire.0011 = {
    # Cup Bearer
    type = character_event
    title = hire.0011.t
    desc = hire.0011.desc
    theme = court
    left_portrait = {
        character = scope:mid_skill_cupbearer
        animation = personality_bold
    }
    right_portrait = {
        character = scope:low_skill_cupbearer
        animation = personality_rational
    }
    lower_center_portrait = {
        character = scope:high_skill_cupbearer
        animation = idle
    }
    trigger = {
        exists = capital_province
        highest_held_title_tier >= tier_kingdom
    }
    immediate = {
        hidden_effect = {
            find_nearby_cultures_effect = yes
            if = {
                limit = { is_ai = no }
                if = {
                    limit = { diplomacy >= high_skill_rating }
                    random_pool_character = {
                        province = capital_province
                        limit = {
                            can_be_employed_as = cupbearer_court_position
                            diplomacy >= high_skill_rating
                            excellent_sum_of_all_skills_trigger = yes
                            probably_intelligent_trigger = yes
                            NOR = {
                                has_trait = shy
                                has_trait = craven
                                culture = root.culture
                                faith = { faith_hostility_level = { target = root.faith value >= faith_hostile_level } }
                            }
                        }
                        weight = {
                            base = 1
                            modifier = { has_trait = honest factor = 10 }
                            modifier = { has_trait = trusting factor = 10 }
                            modifier = { has_trait = gregarious factor = 5 }
                            modifier = { has_trait = intellect_good_1 factor = 5 }
                            modifier = { has_trait = intellect_good_2 factor = 10 }
                        }
                        save_scope_as = high_skill_cupbearer
                    }
                    if = {
                        limit = { NOT = { exists = scope:high_skill_cupbearer } }
                        create_character = { location = root.capital_province template = cupbearer_high_character_template culture = scope:nearby_culture_1 faith = root.faith save_scope_as = high_skill_cupbearer }
                    }
                }
                if = {
                    random_pool_character = {
                        province = capital_province
                        limit = {
                            can_be_employed_as = cupbearer_court_position
                            diplomacy >= medium_skill_rating
                            good_sum_of_all_skills_trigger = yes
                            probably_unintelligent_trigger = no
                            NOR = { scope:high_skill_cupbearer ?= this faith = { faith_hostility_level = { target = root.faith value >= faith_hostile_level } } }
                        }
                        weight = { base = 1 modifier = { has_trait = honest factor = 10 } modifier = { has_trait = trusting factor = 10 } modifier = { culture = root.culture factor = 10 } }
                        save_scope_as = mid_skill_cupbearer
                    }
                }
                if = {
                    limit = { NOT = { exists = scope:mid_skill_cupbearer } }
                    create_character = { location = root.capital_province template = cupbearer_mid_character_template culture = scope:nearby_culture_2 faith = root.faith save_scope_as = mid_skill_cupbearer }
                }
                random_pool_character = {
                    province = root.capital_province
                    limit = { NOT = { scope:high_skill_cupbearer ?= this } NOT = { scope:mid_skill_cupbearer ?= this } NOT = { faith = { faith_hostility_level = { target = root.faith value >= faith_hostile_level } } } average_sum_of_all_skills_trigger = yes can_be_employed_as = cupbearer_court_position }
                    weight = { base = 1 modifier = { culture = root.culture factor = 20 } modifier = { is_lowborn = yes factor = 10 } }
                    save_scope_as = low_skill_cupbearer
                }
                if = {
                    limit = { NOT = { exists = scope:low_skill_cupbearer } }
                    create_character = { location = root.capital_province template = cupbearer_low_character_template culture = scope:nearby_culture_3 faith = root.faith save_scope_as = low_skill_cupbearer }
                }
            }
        }
    }
    option = {
        # Excellent choice
        trigger = { exists = scope:high_skill_cupbearer is_landed = yes }
        name = hire.0011.high
        trait = honest
        trait = trusting
        trait = intellect_good_1
        trait = intellect_good_2
        custom_tooltip = hire.0011.high_aptitude
        stress_impact = { grumpy = major_stress_impact_loss depressed = major_stress_impact_loss }
        pay_short_term_gold = { target = scope:high_skill_cupbearer gold = 60 }
        hidden_effect = { add_courtier = scope:high_skill_cupbearer }
        appoint_court_position = { recipient = scope:high_skill_cupbearer court_position = cupbearer_court_position }
        scope:high_skill_cupbearer = { add_opinion = { modifier = hired_me_opinion opinion = 30 target = root } }
    }
    option = {
        # Mid choice
        trigger = { is_landed = yes }
        name = hire.0011.mid
        custom_tooltip = hire.0011.mid_aptitude
        stress_impact = { grumpy = minor_stress_impact_loss }
        pay_short_term_gold = { target = scope:mid_skill_cupbearer gold = 40 }
        hidden_effect = { add_courtier = scope:mid_skill_cupbearer }
        appoint_court_position = { recipient = scope:mid_skill_cupbearer court_position = cupbearer_court_position }
        scope:mid_skill_cupbearer = { add_opinion = { modifier = hired_me_opinion opinion = 30 target = root } }
    }
    option = {
        # Low choice
        trigger = { is_landed = yes }
        name = hire.0011.low
        custom_tooltip = hire.0011.low_aptitude
        pay_short_term_gold = { target = scope:low_skill_cupbearer gold = 15 }
        hidden_effect = { add_courtier = scope:low_skill_cupbearer }
        appoint_court_position = { recipient = scope:low_skill_cupbearer court_position = cupbearer_court_position }
        scope:low_skill_cupbearer = { add_opinion = { modifier = hired_me_opinion opinion = 30 target = root } }
    }
    option = {
        # Decide against it
        name = hire.0011.none
        custom_tooltip = hire.0011.none_tt
    }
}

hire.0012 = {
    # Court Musician
    type = character_event
    title = hire.0012.t
    desc = hire.0012.desc
    theme = court
    left_portrait = {
        character = scope:mid_skill_court_musician
        animation = eccentric
    }
    right_portrait = {
        character = scope:low_skill_court_musician
        animation = personality_rational
    }
    lower_center_portrait = {
        character = scope:high_skill_court_musician
        animation = idle
    }
    trigger = {
        exists = capital_province
        highest_held_title_tier >= tier_kingdom
    }
    immediate = {
        hidden_effect = {
            find_nearby_cultures_effect = yes
            if = {
                limit = { is_ai = no }
                if = {
                    limit = { diplomacy >= high_skill_rating }
                    random_pool_character = {
                        province = capital_province
                        limit = {
                            can_be_employed_as = court_musician_court_position
                            diplomacy >= high_skill_rating
                            excellent_sum_of_all_skills_trigger = yes
                            probably_intelligent_trigger = yes
                            NOR = {
                                has_trait = shy
                                has_trait = craven
                                culture = root.culture
                                faith = { faith_hostility_level = { target = root.faith value >= faith_hostile_level } }
                            }
                        }
                        weight = {
                            base = 1
                            modifier = { has_trait = honest factor = 10 }
                            modifier = { has_trait = trusting factor = 10 }
                            modifier = { has_trait = gregarious factor = 5 }
                            modifier = { has_trait = intellect_good_1 factor = 5 }
                            modifier = { has_trait = intellect_good_2 factor = 10 }
                        }
                        save_scope_as = high_skill_court_musician
                    }
                    if = {
                        limit = { NOT = { exists = scope:high_skill_court_musician } }
                        create_character = { location = root.capital_province template = court_musician_high_character_template culture = scope:nearby_culture_1 faith = root.faith save_scope_as = high_skill_court_musician }
                    }
                }
                if = {
                    random_pool_character = {
                        province = capital_province
                        limit = {
                            can_be_employed_as = court_musician_court_position
                            diplomacy >= medium_skill_rating
                            good_sum_of_all_skills_trigger = yes
                            probably_unintelligent_trigger = no
                            NOR = { scope:high_skill_court_musician ?= this faith = { faith_hostility_level = { target = root.faith value >= faith_hostile_level } } }
                        }
                        weight = { base = 1 modifier = { has_trait = honest factor = 10 } modifier = { has_trait = trusting factor = 10 } modifier = { culture = root.culture factor = 10 } }
                        save_scope_as = mid_skill_court_musician
                    }
                }
                if = {
                    limit = { NOT = { exists = scope:mid_skill_court_musician } }
                    create_character = { location = root.capital_province template = court_musician_mid_character_template culture = scope:nearby_culture_2 faith = root.faith save_scope_as = mid_skill_court_musician }
                }
                random_pool_character = {
                    province = root.capital_province
                    limit = { NOT = { scope:high_skill_court_musician ?= this } NOT = { scope:mid_skill_court_musician ?= this } NOT = { faith = { faith_hostility_level = { target = root.faith value >= faith_hostile_level } } } average_sum_of_all_skills_trigger = yes can_be_employed_as = court_musician_court_position }
                    weight = { base = 1 modifier = { culture = root.culture factor = 20 } modifier = { is_lowborn = yes factor = 10 } }
                    save_scope_as = low_skill_court_musician
                }
                if = {
                    limit = { NOT = { exists = scope:low_skill_court_musician } }
                    create_character = { location = root.capital_province template = court_musician_low_character_template culture = scope:nearby_culture_3 faith = root.faith save_scope_as = low_skill_court_musician }
                }
            }
        }
    }
    option = {
        # Excellent choice
        trigger = { exists = scope:high_skill_court_musician is_landed = yes }
        name = hire.0012.high
        trait = honest
        trait = trusting
        trait = intellect_good_1
        trait = intellect_good_2
        custom_tooltip = hire.0012.high_aptitude
        stress_impact = { grumpy = major_stress_impact_loss depressed = major_stress_impact_loss }
        pay_short_term_gold = { target = scope:high_skill_court_musician gold = 60 }
        hidden_effect = { add_courtier = scope:high_skill_court_musician }
        appoint_court_position = { recipient = scope:high_skill_court_musician court_position = court_musician_court_position }
        scope:high_skill_court_musician = { add_opinion = { modifier = hired_me_opinion opinion = 30 target = root } }
    }
    option = {
        # Mid choice
        trigger = { is_landed = yes }
        name = hire.0012.mid
        custom_tooltip = hire.0012.mid_aptitude
        stress_impact = { grumpy = minor_stress_impact_loss }
        pay_short_term_gold = { target = scope:mid_skill_court_musician gold = 40 }
        hidden_effect = { add_courtier = scope:mid_skill_court_musician }
        appoint_court_position = { recipient = scope:mid_skill_court_musician court_position = court_musician_court_position }
        scope:mid_skill_court_musician = { add_opinion = { modifier = hired_me_opinion opinion = 30 target = root } }
    }
    option = {
        # Low choice
        trigger = { is_landed = yes }
        name = hire.0012.low
        custom_tooltip = hire.0012.low_aptitude
        pay_short_term_gold = { target = scope:low_skill_court_musician gold = 15 }
        hidden_effect = { add_courtier = scope:low_skill_court_musician }
        appoint_court_position = { recipient = scope:low_skill_court_musician court_position = court_musician_court_position }
        scope:low_skill_court_musician = { add_opinion = { modifier = hired_me_opinion opinion = 30 target = root } }
    }
    option = {
        # Decide against it
        name = hire.0012.none
        custom_tooltip = hire.0012.none_tt
    }
}

hire.0013 = {
    # Court Poet
    type = character_event
    title = hire.0013.t
    desc = hire.0013.desc
    theme = court
    left_portrait = {
        character = scope:mid_skill_court_poet
        animation = writing
    }
    right_portrait = {
        character = scope:low_skill_court_poet
        animation = personality_rational
    }
    lower_center_portrait = {
        character = scope:high_skill_court_poet
        animation = idle
    }
    trigger = {
        exists = capital_province
        highest_held_title_tier >= tier_kingdom
    }
    immediate = {
        hidden_effect = {
            find_nearby_cultures_effect = yes
            if = {
                limit = { is_ai = no }
                if = {
                    limit = { diplomacy >= high_skill_rating }
                    random_pool_character = {
                        province = capital_province
                        limit = {
                            can_be_employed_as = court_poet_court_position
                            diplomacy >= high_skill_rating
                            excellent_sum_of_all_skills_trigger = yes
                            probably_intelligent_trigger = yes
                            NOR = {
                                has_trait = shy
                                has_trait = craven
                                culture = root.culture
                                faith = { faith_hostility_level = { target = root.faith value >= faith_hostile_level } }
                            }
                        }
                        weight = {
                            base = 1
                            modifier = { has_trait = honest factor = 10 }
                            modifier = { has_trait = trusting factor = 10 }
                            modifier = { has_trait = gregarious factor = 5 }
                            modifier = { has_trait = intellect_good_1 factor = 5 }
                            modifier = { has_trait = intellect_good_2 factor = 10 }
                        }
                        save_scope_as = high_skill_court_poet
                    }
                    if = {
                        limit = { NOT = { exists = scope:high_skill_court_poet } }
                        create_character = { location = root.capital_province template = court_poet_high_character_template culture = scope:nearby_culture_1 faith = root.faith save_scope_as = high_skill_court_poet }
                    }
                }
                if = {
                    random_pool_character = {
                        province = capital_province
                        limit = {
                            can_be_employed_as = court_poet_court_position
                            diplomacy >= medium_skill_rating
                            good_sum_of_all_skills_trigger = yes
                            probably_unintelligent_trigger = no
                            NOR = { scope:high_skill_court_poet ?= this faith = { faith_hostility_level = { target = root.faith value >= faith_hostile_level } } }
                        }
                        weight = { base = 1 modifier = { has_trait = honest factor = 10 } modifier = { has_trait = trusting factor = 10 } modifier = { culture = root.culture factor = 10 } }
                        save_scope_as = mid_skill_court_poet
                    }
                }
                if = {
                    limit = { NOT = { exists = scope:mid_skill_court_poet } }
                    create_character = { location = root.capital_province template = court_poet_mid_character_template culture = scope:nearby_culture_2 faith = root.faith save_scope_as = mid_skill_court_poet }
                }
                random_pool_character = {
                    province = capital_province
                    limit = { NOT = { scope:high_skill_court_poet ?= this } NOT = { scope:mid_skill_court_poet ?= this } NOT = { faith = { faith_hostility_level = { target = root.faith value >= faith_hostile_level } } } average_sum_of_all_skills_trigger = yes can_be_employed_as = court_poet_court_position }
                    weight = { base = 1 modifier = { culture = root.culture factor = 20 } modifier = { is_lowborn = yes factor = 10 } }
                    save_scope_as = low_skill_court_poet
                }
                if = {
                    limit = { NOT = { exists = scope:low_skill_court_poet } }
                    create_character = { location = root.capital_province template = court_poet_low_character_template culture = scope:nearby_culture_3 faith = root.faith save_scope_as = low_skill_court_poet }
                }
            }
        }
    }
    option = {
        # Excellent choice
        trigger = { exists = scope:high_skill_court_poet is_landed = yes }
        name = hire.0013.high
        trait = honest
        trait = trusting
        trait = intellect_good_1
        trait = intellect_good_2
        custom_tooltip = hire.0013.high_aptitude
        stress_impact = { grumpy = major_stress_impact_loss depressed = major_stress_impact_loss }
        pay_short_term_gold = { target = scope:high_skill_court_poet gold = 60 }
        hidden_effect = { add_courtier = scope:high_skill_court_poet }
        appoint_court_position = { recipient = scope:high_skill_court_poet court_position = court_poet_court_position }
        scope:high_skill_court_poet = { add_opinion = { modifier = hired_me_opinion opinion = 30 target = root } }
    }
    option = {
        # Mid choice
        trigger = { is_landed = yes }
        name = hire.0013.mid
        custom_tooltip = hire.0013.mid_aptitude
        stress_impact = { grumpy = minor_stress_impact_loss }
        pay_short_term_gold = { target = scope:mid_skill_court_poet gold = 40 }
        hidden_effect = { add_courtier = scope:mid_skill_court_poet }
        appoint_court_position = { recipient = scope:mid_skill_court_poet court_position = court_poet_court_position }
        scope:mid_skill_court_poet = { add_opinion = { modifier = hired_me_opinion opinion = 30 target = root } }
    }
    option = {
        # Low choice
        trigger = { is_landed = yes }
        name = hire.0013.low
        custom_tooltip = hire.0013.low_aptitude
        pay_short_term_gold = { target = scope:low_skill_court_poet gold = 15 }
        hidden_effect = { add_courtier = scope:low_skill_court_poet }
        appoint_court_position = { recipient = scope:low_skill_court_poet court_position = court_poet_court_position }
        scope:low_skill_court_poet = { add_opinion = { modifier = hired_me_opinion opinion = 30 target = root } }
    }
    option = {
        # Decide against it
        name = hire.0013.none
        custom_tooltip = hire.0013.none_tt
    }
}



