﻿namespace = learn_commander_trait

learn_commander_trait.1901 = { #crafty commander, master ambusher, cautious planner
	type = character_event
	title = learn_commander_trait.1901.t
	desc = learn_commander_trait.1901.desc
	theme = war
	left_portrait = root

	trigger = {
		NOT = { has_character_flag = being_taught_commander_trait }
		number_of_commander_traits < 3
	}

	weight_multiplier = {
		base = 1
		compare_modifier = {
			factor = martial
			multiplier = 0.1
			max = 2
		}
		modifier = {
			add = 1
			culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 0
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 1
		}
	}

	option = {
		name = learn_commander_trait.1901.a
		trigger = { NOT = { has_trait = crafty_commander } }
		add_trait = crafty_commander
		stress_impact = {
			calm = minor_stress_impact_gain
			lazy = minor_stress_impact_gain
			forgiving = minor_stress_impact_gain
			patient = minor_stress_impact_gain
			craven = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = 0.25
				ai_energy = 0.5
				ai_boldness = 1
				ai_vengefulness = 0.2
				ai_compassion = -0.5
			}
		}
	}

	option = {
		name = learn_commander_trait.1901.b
		trigger = { NOT = { has_trait = master_ambusher } }
		add_trait = master_ambusher
		stress_impact = {
			arrogant = minor_stress_impact_gain
			fickle = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
			impatient = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = -0.25
				ai_boldness = -0.2
				ai_rationality = 0.2
				ai_honor = 0.2
			}
		}
	}

	option = {
		name = learn_commander_trait.1901.c
		trigger = { NOT = { has_trait = cautious_planner } }
		add_trait = cautious_planner
		stress_impact = {
			content = minor_stress_impact_gain
			impatient = minor_stress_impact_gain
			wrathful = minor_stress_impact_gain
            fickle = medium_stress_impact_gain
            arbitrary = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
				ai_boldness = 0.5
				ai_vengefulness = -0.5
			}
		}
	}
}

learn_commander_trait.1902 = { #mapper, navigator, bannerlord
	type = character_event
	title = learn_commander_trait.1902.t
	desc = learn_commander_trait.1902.desc
	theme = war
	left_portrait = root

	trigger = {
		NOT = { has_character_flag = being_taught_commander_trait }
		number_of_commander_traits < 3
	}

	weight_multiplier = {
		base = 1
		compare_modifier = {
			factor = martial
			multiplier = 0.1
			max = 2
		}
		modifier = {
			add = 1
			culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 0
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 1
		}
	}

	option = {
		name = learn_commander_trait.1902.a
		trigger = { NOT = { has_trait = mapper } }
		add_trait = mapper
		stress_impact = {
			lazy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = 0.25
				ai_energy = 0.5
				ai_boldness = 1
				ai_vengefulness = 0.2
				ai_compassion = -0.5
			}
		}
	}

	option = {
		name = learn_commander_trait.1902.b
		trigger = { NOT = { has_trait = navigator } }
		add_trait = navigator
		stress_impact = {
			lazy = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = -0.25
				ai_boldness = -0.2
				ai_rationality = 0.2
				ai_honor = 0.2
			}
		}
	}

	option = {
		name = learn_commander_trait.1902.c
		trigger = { NOT = { has_trait = bannerlord } }
		add_trait = bannerlord
		stress_impact = {
			content = minor_stress_impact_gain
			calm = minor_stress_impact_gain
            craven = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
				ai_boldness = 0.5
				ai_vengefulness = -0.5
			}
		}
	}
}

learn_commander_trait.1903 = { #resolute localist, seasoned rover
	type = character_event
	title = learn_commander_trait.1903.t
	desc = learn_commander_trait.1903.desc
	theme = war
	left_portrait = root

	trigger = {
		NOT = { has_character_flag = being_taught_commander_trait }
		number_of_commander_traits < 3
		OR = {
			NOT = { has_trait = resolute_localist }
			NOT = { has_trait = seasoned_rover }
		}
	}

	weight_multiplier = {
		base = 1
		compare_modifier = {
			factor = martial
			multiplier = 0.1
			max = 2
		}
		modifier = {
			add = 1
			culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 0
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 1
		}
	}

	option = {
		name = learn_commander_trait.1903.a
		trigger = { NOT = { has_trait = resolute_localist } }
		add_trait = resolute_localist
		stress_impact = {
			impatient = minor_stress_impact_gain
            brave = minor_stress_impact_gain
            ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = 0.25
				ai_energy = 0.5
				ai_boldness = 1
				ai_vengefulness = 0.2
				ai_compassion = -0.5
			}
		}
	}

	option = {
		name = learn_commander_trait.1903.b
		trigger = { NOT = { has_trait = seasoned_rover } }
		add_trait = seasoned_rover
		stress_impact = {
			lazy = minor_stress_impact_gain
            calm = minor_stress_impact_gain
            content = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = -0.25
				ai_boldness = -0.2
				ai_rationality = 0.2
				ai_honor = 0.2
			}
		}
	}
}

learn_commander_trait.1904 = { #medic, dauntless leader, relentless pursuer
	type = character_event
	title = learn_commander_trait.1904.t
	desc = learn_commander_trait.1904.desc
	theme = war
	left_portrait = root

	trigger = {
		NOT = { has_character_flag = being_taught_commander_trait }
		number_of_commander_traits < 3
	}

	weight_multiplier = {
		base = 1
		compare_modifier = {
			factor = martial
			multiplier = 0.1
			max = 2
		}
		modifier = {
			add = 1
			culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 0
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 1
		}
	}

	option = {
		name = learn_commander_trait.1904.a
		trigger = { NOT = { has_trait = battlefield_medic } }
		add_trait = battlefield_medic
		stress_impact = {
			cynical = minor_stress_impact_gain
            sadistic = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = 0.25
				ai_energy = 0.5
				ai_boldness = 1
				ai_vengefulness = 0.2
				ai_compassion = -0.5
			}
		}
	}

	option = {
		name = learn_commander_trait.1904.b
		trigger = { NOT = { has_trait = dauntless_leader } }
		add_trait = dauntless_leader
		stress_impact = {
			lazy = minor_stress_impact_gain
            calm = minor_stress_impact_gain
            content = minor_stress_impact_gain
            craven = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = -0.25
				ai_boldness = -0.2
				ai_rationality = 0.2
				ai_honor = 0.2
			}
		}
	}

	option = {
		name = learn_commander_trait.1904.c
		trigger = { NOT = { has_trait = relentless_pursuer } }
		add_trait = relentless_pursuer
		stress_impact = {
			lazy = minor_stress_impact_gain
            calm = minor_stress_impact_gain
            content = minor_stress_impact_gain
            craven = medium_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
				ai_boldness = 0.5
				ai_vengefulness = -0.5
			}
		}
	}
}

learn_commander_trait.1905 = { #focus_specialist, infiltration_specialist, observant_pathfinder
	type = character_event
	title = learn_commander_trait.1905.t
	desc = learn_commander_trait.1905.desc
	theme = war
	left_portrait = root

	trigger = {
		NOT = { has_character_flag = being_taught_commander_trait }
		number_of_commander_traits < 3
	}

	weight_multiplier = {
		base = 1
		compare_modifier = {
			factor = martial
			multiplier = 0.1
			max = 2
		}
		modifier = {
			add = 1
			culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 0
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 1
		}
	}

	option = {
		name = learn_commander_trait.1905.a
		trigger = { NOT = { has_trait = focus_specialist } }
		add_trait = focus_specialist
		stress_impact = {
			calm = minor_stress_impact_gain
            lazy = minor_stress_impact_gain
            fickle = medium_stress_impact_gain
            arbitrary = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = 0.25
				ai_energy = 0.5
				ai_boldness = 1
				ai_vengefulness = 0.2
				ai_compassion = -0.5
			}
		}
	}

	option = {
		name = learn_commander_trait.1905.b
		trigger = { NOT = { has_trait = infiltration_specialist } }
		add_trait = infiltration_specialist
		stress_impact = {
			brave = minor_stress_impact_gain
            ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = -0.25
				ai_boldness = -0.2
				ai_rationality = 0.2
				ai_honor = 0.2
			}
		}
	}

	option = {
		name = learn_commander_trait.1905.c
		trigger = { NOT = { has_trait = observant_pathfinder } }
		add_trait = observant_pathfinder
		stress_impact = {
			lazy = minor_stress_impact_gain
            impatient = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_rationality = 1
				ai_boldness = 0.5
				ai_vengefulness = -0.5
			}
		}
	}
}

learn_commander_trait.1906 = { #respected leader, zealot, patriot
	type = character_event
	title = learn_commander_trait.1906.t
	desc = learn_commander_trait.1906.desc
	theme = war
	left_portrait = root

	trigger = {
		NOT = { has_character_flag = being_taught_commander_trait }
		number_of_commander_traits < 3
	}

	weight_multiplier = {
		base = 1
		compare_modifier = {
			factor = martial
			multiplier = 0.1
			max = 2
		}
		modifier = {
			add = 1
			culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 0
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 1
		}
	}

	option = {
		name = learn_commander_trait.1906.a
		trigger = { NOT = { has_trait = respected_leader } }
		add_trait = respected_leader
		stress_impact = {
			impatient = minor_stress_impact_gain
            brave = minor_stress_impact_gain
            ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = 0.25
				ai_energy = 0.5
				ai_boldness = 1
				ai_vengefulness = 0.2
				ai_compassion = -0.5
			}
		}
	}

	option = {
		name = learn_commander_trait.1906.b
		trigger = { NOT = { has_trait = zealot } }
		add_trait = zealot
		stress_impact = {
			lazy = minor_stress_impact_gain
            craven = medium_stress_impact_gain
            cynical = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = -0.25
				ai_boldness = -0.2
				ai_rationality = 0.2
				ai_honor = 0.2
			}
		}
	}

	option = {
		name = learn_commander_trait.1906.c
		trigger = { NOT = { has_trait = patriot } }
		add_trait = patriot
		stress_impact = {
			lazy = minor_stress_impact_gain
            craven = medium_stress_impact_gain
            cynical = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
				ai_zeal = 0.25
				ai_boldness = 0.2
				ai_rationality = 0.2
				ai_honor = 0.5
			}
		}
	}
}

learn_commander_trait.1907 = { #combined_arms, levies_specialist, skirmishers_specialist

	type = character_event
	title = learn_commander_trait.1907.t
	desc = learn_commander_trait.1907.desc
	theme = war
	left_portrait = root

	trigger = {
		NOT = { has_character_flag = being_taught_commander_trait }
		number_of_commander_traits < 3
	}

	weight_multiplier = {
		base = 1
		compare_modifier = {
			factor = martial
			multiplier = 0.1
			max = 2
		}
		modifier = {
			add = 1
			culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 0
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 1
		}
	}

	option = {
		name = learn_commander_trait.1907.a
		trigger = { NOT = { has_trait = combined_arms } }
		add_trait = combined_arms
		stress_impact = {
			impatient = minor_stress_impact_gain
			brave = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}

	option = {
		name = learn_commander_trait.1907.b
		trigger = { NOT = { has_trait = levies_specialist } }
		add_trait = levies_specialist
		stress_impact = {
			lazy = minor_stress_impact_gain
			craven = medium_stress_impact_gain
			cynical = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}

	option = {
		name = learn_commander_trait.1907.c
		trigger = { NOT = { has_trait = skirmishers_specialist } }
		add_trait = skirmishers_specialist
		stress_impact = {
			lazy = minor_stress_impact_gain
			craven = medium_stress_impact_gain
			cynical = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}
}

learn_commander_trait.1908 = { #archers, heavy cav, light cav
	type = character_event
	title = learn_commander_trait.1908.t
	desc = learn_commander_trait.1908.desc
	theme = war
	left_portrait = root

	trigger = {
		NOT = { has_character_flag = being_taught_commander_trait }
		number_of_commander_traits < 3
	}

	weight_multiplier = {
		base = 1
		compare_modifier = {
			factor = martial
			multiplier = 0.1
			max = 2
		}
		modifier = {
			add = 1
			culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 0
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 1
		}
	}

	option = {
		name = learn_commander_trait.1908.a
		trigger = { NOT = { has_trait = archers_specialist } }
		add_trait = archers_specialist
		stress_impact = {
			impatient = minor_stress_impact_gain
			brave = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}

	option = {
		name = learn_commander_trait.1908.b
		trigger = { NOT = { has_trait = heavy_cav_specialist } }
		add_trait = heavy_cav_specialist
		stress_impact = {
			lazy = minor_stress_impact_gain
			craven = medium_stress_impact_gain
			cynical = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}

	option = {
		name = learn_commander_trait.1908.c
		trigger = { NOT = { has_trait = light_cav_specialist } }
		add_trait = light_cav_specialist
		stress_impact = {
			lazy = minor_stress_impact_gain
			craven = medium_stress_impact_gain
			cynical = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}
}

learn_commander_trait.1909 = { #heavy infantry, archer cav, pikemen
	type = character_event
	title = learn_commander_trait.1909.t
	desc = learn_commander_trait.1909.desc
	theme = war
	left_portrait = root

	trigger = {
		NOT = { has_character_flag = being_taught_commander_trait }
		number_of_commander_traits < 3
	}

	weight_multiplier = {
		base = 1
		compare_modifier = {
			factor = martial
			multiplier = 0.1
			max = 2
		}
		modifier = {
			add = 1
			culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 0
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 1
		}
	}

	option = {
		name = learn_commander_trait.1909.a
		trigger = { NOT = { has_trait = heavy_infantry_specialist } }
		add_trait = heavy_infantry_specialist
		stress_impact = {
			impatient = minor_stress_impact_gain
			brave = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}

	option = {
		name = learn_commander_trait.1909.b
		trigger = { NOT = { has_trait = archer_cav_specialist } }
		add_trait = archer_cav_specialist
		stress_impact = {
			lazy = minor_stress_impact_gain
			craven = medium_stress_impact_gain
			cynical = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}

	option = {
		name = learn_commander_trait.1909.c
		trigger = { NOT = { has_trait = pikemen_specialist } }
		add_trait = pikemen_specialist
		stress_impact = {
			lazy = minor_stress_impact_gain
			craven = medium_stress_impact_gain
			cynical = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}
}

learn_commander_trait.1910 = { #knights, military_savior, sea_raider
	type = character_event
	title = learn_commander_trait.1910.t
	desc = learn_commander_trait.1910.desc
	theme = war
	left_portrait = root

	trigger = {
		NOT = { has_character_flag = being_taught_commander_trait }
		number_of_commander_traits < 3
	}

	weight_multiplier = {
		base = 1
		compare_modifier = {
			factor = martial
			multiplier = 0.1
			max = 2
		}
		modifier = {
			add = 1
			culture = { has_cultural_parameter = commanders_likelier_to_gain_commander_traits }
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 0
		}
		modifier = {
			factor = 0.3
			number_of_commander_traits > 1
		}
	}

	option = {
		name = learn_commander_trait.1910.a
		trigger = { NOT = { has_trait = knights_specialist } }
		add_trait = knights_specialist
		stress_impact = {
			impatient = minor_stress_impact_gain
			brave = minor_stress_impact_gain
			ambitious = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}

	option = {
		name = learn_commander_trait.1910.b
		trigger = { NOT = { has_trait = military_savior } }
		add_trait = military_savior
		stress_impact = {
			lazy = minor_stress_impact_gain
			craven = medium_stress_impact_gain
			cynical = major_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}

	option = {
		name = learn_commander_trait.1910.c
		trigger = { NOT = { has_trait = sea_raider } }
		add_trait = sea_raider
		stress_impact = {
			lazy = minor_stress_impact_gain
			craven = medium_stress_impact_gain
			cynical = minor_stress_impact_gain
		}
		ai_chance = {
			base = 100
			ai_value_modifier = {
			}
		}
	}
}

##### TRAINING #####

#BANNERLORD
##############

#Training offer
learn_commander_trait.3101 = {
	type = character_event
	title = learn_commander_trait.101.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.3101.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:bannerlord
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.3102 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3201.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:bannerlord
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.3103 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3301.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:bannerlord
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.3104 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3401.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:bannerlord
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Battlefield Medic
###################

#Training offer
learn_commander_trait.3201 = {
	type = character_event
	title = learn_commander_trait.201.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.3102.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:battlefield_medic
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.3202 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3202.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:battlefield_medic
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.3203 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3302.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:battlefield_medic
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.3204 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3402.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:battlefield_medic
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#cautious_planner
###################

#Training offer
learn_commander_trait.3301 = {
	type = character_event
	title = learn_commander_trait.301.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.3103.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:cautious_planner
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.3302 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3203.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:cautious_planner
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.3303 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3303.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:cautious_planner
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.3304 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3403.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:cautious_planner
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#crafty_commander
###################

#Training offer
learn_commander_trait.3401 = {
	type = character_event
	title = learn_commander_trait.401.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.3104.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:crafty_commander
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.3402 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3204.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:crafty_commander
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.3403 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3304.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:crafty_commander
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.3404 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3404.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:crafty_commander
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#dauntless_leader
###################

#Training offer
learn_commander_trait.3501 = {
	type = character_event
	title = learn_commander_trait.501.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.3501.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:dauntless_leader
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.3502 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3502.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:dauntless_leader
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.3503 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3503.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:dauntless_leader
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.3504 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3504.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:dauntless_leader
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#focus_specialist
###################

#Training offer
learn_commander_trait.3601 = {
	type = character_event
	title = learn_commander_trait.601.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.3601.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:focus_specialist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.3602 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3602.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:focus_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.3603 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3603.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:focus_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.3604 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3604.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:focus_specialist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#infiltration_specialist
###################

#Training offer
learn_commander_trait.3701 = {
	type = character_event
	title = learn_commander_trait.701.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.3701.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:infiltration_specialist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.3702 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3702.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:infiltration_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.3703 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3703.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:infiltration_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.3704 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3704.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:infiltration_specialist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#resolute_localist
###################

#Training offer
learn_commander_trait.3801 = {
	type = character_event
	title = learn_commander_trait.801.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.3801.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:resolute_localist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.3802 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3802.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:resolute_localist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.3803 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3803.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:resolute_localist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.3804 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3804.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:resolute_localist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#mapper
###################

#Training offer
learn_commander_trait.3901 = {
	type = character_event
	title = learn_commander_trait.901.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.3901.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:mapper
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.3902 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3902.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:mapper
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.3903 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3903.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:mapper
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.3904 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.3904.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:mapper
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#master_ambusher
###################

#Training offer
learn_commander_trait.4001 = {
	type = character_event
	title = learn_commander_trait.1001.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.4001.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:master_ambusher
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.4002 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4002.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:master_ambusher
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.4003 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4003.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:master_ambusher
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.4004 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4004.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:master_ambusher
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#navigator
###################

#Training offer
learn_commander_trait.4101 = {
	type = character_event
	title = learn_commander_trait.1002.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.4101.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:navigator
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.4102 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4102.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:navigator
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.4103 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4103.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:navigator
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.4104 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4104.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:navigator
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#observant_pathfinder
###################

#Training offer
learn_commander_trait.4201 = {
	type = character_event
	title = learn_commander_trait.1003.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.4201.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:observant_pathfinder
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.4202 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4202.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:observant_pathfinder
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.4203 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4203.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:observant_pathfinder
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.4204 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4204.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:observant_pathfinder
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#relentless_pursuer
###################

#Training offer
learn_commander_trait.4301 = {
	type = character_event
	title = learn_commander_trait.1004.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.4301.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:relentless_pursuer
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.4302 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4302.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:relentless_pursuer
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.4303 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4303.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:relentless_pursuer
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.4304 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4304.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:relentless_pursuer
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#respected_leader
###################

#Training offer
learn_commander_trait.4401 = {
	type = character_event
	title = learn_commander_trait.1005.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.4401.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:respected_leader
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.4402 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4402.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:respected_leader
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.4403 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4403.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:respected_leader
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.4404 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4404.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:respected_leader
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#seasoned_rover
###################

#Training offer
learn_commander_trait.4501 = {
	type = character_event
	title = learn_commander_trait.1006.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.4501.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:seasoned_rover
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.4502 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4502.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:seasoned_rover
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.4503 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4503.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:seasoned_rover
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.4504 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4504.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:seasoned_rover
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#zealot
###################

#Training offer
learn_commander_trait.4601 = {
	type = character_event
	title = learn_commander_trait.1007.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.4601.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:zealot
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.4602 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4602.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:zealot
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.4603 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4603.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:zealot
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.4604 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4604.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:zealot
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#patriot
###################

#Training offer
learn_commander_trait.4701 = {
	type = character_event
	title = learn_commander_trait.1008.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.4701.desc
	}
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:patriot
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.4702 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4702.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:patriot
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.4703 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4703.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:patriot
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.4704 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4704.desc
	theme = war
	left_portrait = {
                character = root
                animation = inspect_weapon
        }
        right_portrait = {
                character = scope:teacher
                animation = happy_teacher
        }

	trigger = {
		var:commander_trait_being_taught = flag:patriot
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

# military_savior

#Training offer
learn_commander_trait.4801 = {
	type = character_event
	title = learn_commander_trait.1009.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.4801.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:military_savior
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.4802 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4802.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:military_savior
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.4803 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4803.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:military_savior
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.4804 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4804.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:military_savior
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

# combined_arms

#Training offer
learn_commander_trait.4901 = {
	type = character_event
	title = learn_commander_trait.1010.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.4901.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:combined_arms
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.4902 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4902.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:combined_arms
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.4903 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4903.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:combined_arms
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.4904 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.4904.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:combined_arms
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

# levies_specialist

#Training offer
learn_commander_trait.5001 = {
	type = character_event
	title = learn_commander_trait.1011.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.5001.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:levies_specialist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.5002 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5002.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:levies_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.5003 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5003.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:levies_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.5004 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5004.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:levies_specialist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

# skirmishers_specialist

#Training offer
learn_commander_trait.5101 = {
	type = character_event
	title = learn_commander_trait.1012.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.5101.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:skirmishers_specialist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.5102 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5102.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:skirmishers_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.5103 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5103.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:skirmishers_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.5104 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5104.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:skirmishers_specialist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

# archers_specialist

#Training offer
learn_commander_trait.5201 = {
	type = character_event
	title = learn_commander_trait.1013.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.5201.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:archers_specialist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.5202 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5202.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:archers_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.5203 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5203.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:archers_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.5204 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5204.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:archers_specialist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

# heavy_cav_specialist

#Training offer
learn_commander_trait.5301 = {
	type = character_event
	title = learn_commander_trait.1014.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.5301.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:heavy_cav_specialist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.5302 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5302.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:heavy_cav_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.5303 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5303.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:heavy_cav_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.5304 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5304.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:heavy_cav_specialist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

# light_cav_specialist

#Training offer
learn_commander_trait.5401 = {
	type = character_event
	title = learn_commander_trait.1015.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.5401.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:light_cav_specialist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.5402 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5402.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:light_cav_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.5403 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5403.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:light_cav_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.5404 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5404.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:light_cav_specialist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

# heavy_infantry_specialist

#Training offer
learn_commander_trait.5501 = {
	type = character_event
	title = learn_commander_trait.1016.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.5501.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:heavy_infantry_specialist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.5502 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5502.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:heavy_infantry_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.5503 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5503.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:heavy_infantry_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.5504 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5504.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:heavy_infantry_specialist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

# archer_cav_specialist

#Training offer
learn_commander_trait.5601 = {
	type = character_event
	title = learn_commander_trait.1017.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.5601.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:archer_cav_specialist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.5602 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5602.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:archer_cav_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.5603 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5603.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:archer_cav_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.5604 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5604.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:archer_cav_specialist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

# pikemen_specialist

#Training offer
learn_commander_trait.5701 = {
	type = character_event
	title = learn_commander_trait.1018.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.5701.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:pikemen_specialist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.5702 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5702.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:pikemen_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.5703 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5703.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:pikemen_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.5704 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5704.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:pikemen_specialist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

# knights_specialist

#Training offer
learn_commander_trait.5801 = {
	type = character_event
	title = learn_commander_trait.1019.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.5801.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:knights_specialist
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.5802 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5802.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:knights_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.5803 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5803.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:knights_specialist
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.5804 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5804.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:knights_specialist
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}

#sea_raider

#Training offer
learn_commander_trait.5901 = {
	type = character_event
	title = learn_commander_trait.1020.t
	desc = {
		desc = cmd_plus_learn_commander_trait.offer_opening
		desc = learn_commander_trait.5901.desc
	}
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:sea_raider
		is_imprisoned = no
	}

	weight_multiplier = {
		base = 1
	}

	option = { #Please teach me
		name = cmd_plus_learn_commander_trait.offer_accept
		commander_trait_teaching_setup_effect = yes
		custom_tooltip = cmd_plus_learn_commander_trait.offer_accept_tt
	}

	option = { #No, I already know enough
		name = cmd_plus_learn_commander_trait.offer_decline
		remove_variable = commander_trait_being_taught
		remove_character_flag = being_taught_commander_trait
		custom_tooltip = cmd_plus_learn_commander_trait.offer_decline_tt
	}
}

#Final Test
learn_commander_trait.5902 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5902.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		has_variable = commander_trait_being_taught
		var:commander_trait_being_taught = flag:sea_raider
	}

	option = {
		name = cmd_plus_learn_commander_trait.test_accept
		learn_commander_trait_final_test_duel_effect = yes
	}

	option = { #Back out
		name = cmd_plus_learn_commander_trait.test_decline
		stress_impact = {
			base = minor_stress_gain
		}
		giving_up_on_commander_trait_training_effect = yes
	}
}

#Success
learn_commander_trait.5903 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5903.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:sea_raider
	}

	option = {
		name = cmd_plus_learn_commander_trait.success_accept
		learn_commander_trait_success_effect = yes
	}

	after = {
		if = {
			limit = {
				exists = var:commander_trait_being_taught
			}
			remove_variable = commander_trait_being_taught
		}
		if = {
			limit = {
				has_character_flag = being_taught_commander_trait
			}
			remove_character_flag = being_taught_commander_trait
		}
	}
}

#Failure
learn_commander_trait.5904 = {
	type = character_event
	title = cmd_plus_learn_commander_trait.title
	desc = learn_commander_trait.5904.desc
	theme = war
	left_portrait = {
        character = root
        animation = inspect_weapon
    }
    right_portrait = {
        character = scope:teacher
        animation = happy_teacher
    }

	trigger = {
		var:commander_trait_being_taught = flag:sea_raider
	}
	option = { #I will try again!
		name = cmd_plus_learn_commander_trait.failure_retry
		custom_tooltip = cmd_plus_learn_commander_trait.failure_retry_tt
		trigger_event = {
			on_action = learn_commander_trait_test
			days = { 50 600 }
		}
	}

	option = { #I give up
		name = cmd_plus_learn_commander_trait.failure_give_up
		custom_tooltip = cmd_plus_learn_commander_trait.failure_give_up_tt
		giving_up_on_commander_trait_training_effect = yes
	}
}
