﻿namespace = agse_squire_events

agse_squire_events.1000 = {
	type = character_event
	title = agse_squire_events.1000.t
	desc = agse_squire_events.1000.desc
	theme = travel_intrigue
	override_background = { reference = tavern }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = shame
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		exists = current_travel_plan
		is_location_valid_for_travel_event_on_land = yes
		location = { has_holding = yes }
		NOT = { has_character_flag = agse_squire_event_cooldown }
		current_travel_plan = {
			NOT = { has_variable = agse_squire_event_fired }
			NOT = { has_travel_option = dragon_flight_option }
			any_entourage_character = {
				agse_valid_travel_squire_trigger = yes
				NOT = { has_character_flag = agse_widows_pie_cooldown }
			}
		}
	}

	immediate = {
		current_travel_plan = {
			random_entourage_character = {
				limit = {
					agse_valid_travel_squire_trigger = yes
					NOT = { has_character_flag = agse_widows_pie_cooldown }
				}
				save_scope_as = agse_squire
			}
			set_variable = {
				name = agse_squire_event_fired
				value = yes
			}
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_widows_pie_cooldown
				years = 4
			}
		}
		debug_log = "AGSE: The Widow's Pie fired."
	}

	option = {
		name = {
			trigger = { has_trait = compassionate }
			text = agse_squire_events.1000.a.compassionate
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1000.a
		}
		trait = compassionate
		agse_log_ai_squire_lesson_effect = { TRAIT = compassionate }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = compassionate
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = compassionate } }
		flavor = agse_squire_events.1000.a.flavor
		remove_short_term_gold = tiny_gold_value
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_stood_by_me_opinion
			}
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = diligent }
			text = agse_squire_events.1000.b.diligent
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1000.b
		}
		trait = diligent
		agse_log_ai_squire_lesson_effect = { TRAIT = diligent }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = diligent
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = diligent } }
		flavor = agse_squire_events.1000.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
		}
		duel = {
			skill = intrigue
			value = low_skill_rating
			60 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = 3.5
					min = -59
				}
				desc = agse_squire_events.1000.b.success
				send_interface_toast = {
					type = event_toast_effect_good
					title = agse_squire_events.1000.b.success
					left_icon = root
					right_icon = scope:agse_squire
					add_prestige = miniscule_prestige_gain
					scope:agse_squire = {
						add_opinion = {
							target = root
							modifier = agse_stood_by_me_opinion
						}
					}
				}
			}
			40 = {
				compare_modifier = {
					value = scope:duel_value
					multiplier = -3.5
					min = -39
				}
				desc = agse_squire_events.1000.b.failure
				send_interface_toast = {
					type = event_toast_effect_bad
					title = agse_squire_events.1000.b.failure
					left_icon = root
					right_icon = scope:agse_squire
					remove_short_term_gold = tiny_gold_value
					scope:agse_squire = {
						add_opinion = {
							target = root
							modifier = agse_doubted_me_opinion
						}
					}
				}
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = callous }
			text = agse_squire_events.1000.c.callous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1000.c
		}
		trait = callous
		agse_log_ai_squire_lesson_effect = { TRAIT = callous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = callous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = callous } }
		flavor = agse_squire_events.1000.c.flavor
		remove_short_term_gold = tiny_gold_value
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_doubted_me_opinion
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
}

agse_squire_events.2000 = {
	type = character_event
	title = agse_squire_events.2000.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { is_landed = yes }
				desc = agse_squire_events.2000.desc_landed
			}
			desc = agse_squire_events.2000.desc
		}
	}
	theme = travel_diplomacy
	override_background = { reference = army_camp }

	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:agse_squire
		animation = storyteller
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		exists = current_travel_plan
		is_location_valid_for_travel_event_on_land = yes
		NOT = { has_character_flag = agse_squire_event_cooldown }
		current_travel_plan = {
			NOT = { has_variable = agse_squire_event_fired }
			NOT = { has_travel_option = dragon_flight_option }
			any_entourage_character = {
				agse_valid_travel_squire_trigger = yes
				NOT = { has_character_flag = agse_campfire_boasting_cooldown }
			}
		}
	}

	immediate = {
		current_travel_plan = {
			random_entourage_character = {
				limit = {
					agse_valid_travel_squire_trigger = yes
					NOT = { has_character_flag = agse_campfire_boasting_cooldown }
				}
				save_scope_as = agse_squire
			}
			set_variable = {
				name = agse_squire_event_fired
				value = yes
			}
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_campfire_boasting_cooldown
				years = 2
			}
		}
		debug_log = "AGSE: Campfire Boasting fired."
	}

	option = {
		name = {
			trigger = { has_trait = arrogant }
			text = agse_squire_events.2000.a.arrogant
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.2000.a
		}
		trait = arrogant
		agse_log_ai_squire_lesson_effect = { TRAIT = arrogant }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = arrogant
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = arrogant } }
		flavor = agse_squire_events.2000.a.flavor
		add_character_modifier = {
			modifier = agse_talk_of_the_road_modifier
			months = 12
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_encouraged_my_boast_opinion
			}
		}
		stress_impact = {
			arrogant = minor_stress_impact_loss
			humble = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = honest }
			text = agse_squire_events.2000.b.honest
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.2000.b
		}
		trait = honest
		agse_log_ai_squire_lesson_effect = { TRAIT = honest }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = honest
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = honest } }
		flavor = agse_squire_events.2000.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_corrected_my_boast_opinion
			}
		}
		stress_impact = {
			honest = minor_stress_impact_loss
			deceitful = minor_stress_impact_gain
		}
	}
}

agse_squire_events.1100 = {
	type = character_event
	title = agse_squire_events.1100.t
	desc = agse_squire_events.1100.desc
	theme = travel_stewardship
	override_background = { reference = terrain_scope }
	override_effect_2d = { reference = rain }

	widgets = {
		widget = {
			gui = event_window_widget_vfx_lightning_storm
			container = foreground_shader_vfx_container
		}
	}

	left_portrait = {
		character = root
		animation = horse_surveying
		camera = camera_event_horse_left
	}
	right_portrait = {
		character = scope:agse_squire
		animation = horse_exhausted
		camera = camera_event_horse_right
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		exists = current_travel_plan
		is_location_valid_for_travel_event_on_land = yes
		current_season_dry_season = no
		location = {
			NOR = {
				agot_is_desert_mountains_terrain = yes
				agot_is_desert_terrain = yes
				agot_is_drylands_terrain = yes
			}
		}
		NOT = { has_character_flag = agse_squire_event_cooldown }
		current_travel_plan = {
			NOT = { has_variable = agse_squire_event_fired }
			NOT = { has_travel_option = dragon_flight_option }
			any_entourage_character = {
				agse_valid_travel_squire_trigger = yes
				NOT = { has_character_flag = agse_rain_without_end_cooldown }
			}
		}
	}

	immediate = {
		current_travel_plan = {
			random_entourage_character = {
				limit = {
					agse_valid_travel_squire_trigger = yes
					NOT = { has_character_flag = agse_rain_without_end_cooldown }
				}
				save_scope_as = agse_squire
			}
			set_variable = {
				name = agse_squire_event_fired
				value = yes
			}
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_rain_without_end_cooldown
				years = 3
			}
		}
		debug_log = "AGSE: Rain Without End fired."
	}

	option = {
		name = {
			trigger = { has_trait = compassionate }
			text = agse_squire_events.1100.a.compassionate
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1100.a
		}
		trait = compassionate
		agse_log_ai_squire_lesson_effect = { TRAIT = compassionate }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = compassionate
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = compassionate } }
		flavor = agse_squire_events.1100.a.flavor
		current_travel_plan = {
			delay_travel_plan = { days = 1 }
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_stopped_for_me_opinion
			}
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = diligent }
			text = agse_squire_events.1100.b.diligent
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1100.b
		}
		trait = diligent
		agse_log_ai_squire_lesson_effect = { TRAIT = diligent }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = diligent
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = diligent } }
		flavor = agse_squire_events.1100.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_taught_me_to_endure_opinion
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = callous }
			text = agse_squire_events.1100.c.callous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1100.c
		}
		trait = callous
		agse_log_ai_squire_lesson_effect = { TRAIT = callous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = callous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = callous } }
		flavor = agse_squire_events.1100.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_left_me_in_the_rain_opinion
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
}

agse_squire_events.1200 = {
	type = character_event
	title = agse_squire_events.1200.t
	desc = agse_squire_events.1200.desc
	theme = travel_learning
	override_background = { reference = terrain_scope }

	left_portrait = {
		character = root
		animation = horse_conversing_right
		camera = camera_event_center_background_crowd_right
	}
	right_portrait = {
		character = scope:agse_squire
		animation = horse_conversing_left
		camera = camera_event_right_to_the_right
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		exists = current_travel_plan
		is_location_valid_for_travel_event_on_land = yes
		NOT = { has_character_flag = agse_squire_event_cooldown }
		current_travel_plan = {
			NOT = { has_variable = agse_squire_event_fired }
			NOT = { has_travel_option = dragon_flight_option }
			any_entourage_character = {
				agse_valid_travel_squire_trigger = yes
				NOT = { has_character_flag = agse_wrong_road_cooldown }
			}
		}
	}

	immediate = {
		current_travel_plan = {
			random_entourage_character = {
				limit = {
					agse_valid_travel_squire_trigger = yes
					NOT = { has_character_flag = agse_wrong_road_cooldown }
				}
				save_scope_as = agse_squire
			}
			set_variable = {
				name = agse_squire_event_fired
				value = yes
			}
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_wrong_road_cooldown
				years = 4
			}
		}
		debug_log = "AGSE: A Shorter Road fired."
	}

	option = {
		name = {
			trigger = { has_trait = trusting }
			text = agse_squire_events.1200.a.trusting
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1200.a
		}
		trait = trusting
		agse_log_ai_squire_lesson_effect = { TRAIT = trusting }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = trusting
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = trusting } }
		flavor = agse_squire_events.1200.a.flavor
		hidden_effect = {
			random_list = {
				50 = {
					modifier = {
						add = 20
						scope:agse_squire = { learning >= 15 }
					}
					modifier = {
						add = 10
						scope:agse_squire = { learning >= 10 }
					}
					modifier = {
						add = 15
						scope:agse_squire = { has_trait = diligent }
					}
					modifier = {
						add = 10
						scope:agse_squire = { has_trait = patient }
					}
					modifier = {
						add = -15
						scope:agse_squire = { has_trait = arrogant }
					}
					modifier = {
						add = -10
						scope:agse_squire = { has_trait = impatient }
					}
					trigger_event = { id = agse_squire_events.1210 }
				}
				50 = {
					modifier = {
						add = 20
						scope:agse_squire = { learning <= 5 }
					}
					modifier = {
						add = 10
						scope:agse_squire = { learning <= 9 }
					}
					modifier = {
						add = 15
						scope:agse_squire = { has_trait = arrogant }
					}
					modifier = {
						add = 10
						scope:agse_squire = { has_trait = impatient }
					}
					modifier = {
						add = -15
						scope:agse_squire = { has_trait = diligent }
					}
					modifier = {
						add = -10
						scope:agse_squire = { has_trait = patient }
					}
					trigger_event = { id = agse_squire_events.1220 }
				}
			}
		}
		stress_impact = {
			trusting = minor_stress_impact_loss
			paranoid = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = stubborn }
			text = agse_squire_events.1200.b.stubborn
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1200.b
		}
		trait = stubborn
		agse_log_ai_squire_lesson_effect = { TRAIT = stubborn }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = stubborn
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = stubborn } }
		flavor = agse_squire_events.1200.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_refused_my_shortcut_opinion
			}
		}
		stress_impact = {
			stubborn = minor_stress_impact_loss
			trusting = minor_stress_impact_gain
		}
	}
}

agse_squire_events.1210 = {
	type = character_event
	title = agse_squire_events.1210.t
	desc = agse_squire_events.1210.desc
	theme = travel_learning
	override_background = { reference = terrain_scope }

	left_portrait = {
		character = root
		animation = admiration
	}
	right_portrait = {
		character = scope:agse_squire
		animation = happiness
	}

	option = {
		name = {
			trigger = { has_trait = generous }
			text = agse_squire_events.1210.a.generous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1210.a
		}
		trait = generous
		agse_log_ai_squire_lesson_effect = { TRAIT = generous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = generous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = generous } }
		flavor = agse_squire_events.1210.a.flavor
		current_travel_plan = {
			add_destination_progress = { days = 2 }
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_praised_my_guidance_opinion
			}
		}
		stress_impact = {
			generous = minor_stress_impact_loss
			greedy = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = diligent }
			text = agse_squire_events.1210.b.diligent
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1210.b
		}
		trait = diligent
		agse_log_ai_squire_lesson_effect = { TRAIT = diligent }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = diligent
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = diligent } }
		flavor = agse_squire_events.1210.b.flavor
		current_travel_plan = {
			add_destination_progress = { days = 2 }
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_taught_me_the_turnings_opinion
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
	}
}

agse_squire_events.1220 = {
	type = character_event
	title = agse_squire_events.1220.t
	desc = agse_squire_events.1220.desc
	theme = travel_learning
	override_background = { reference = terrain_scope }

	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:agse_squire
		animation = shame
	}

	option = {
		name = {
			trigger = { has_trait = patient }
			text = agse_squire_events.1220.a.patient
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1220.a
		}
		trait = patient
		agse_log_ai_squire_lesson_effect = { TRAIT = patient }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = patient
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = patient } }
		flavor = agse_squire_events.1220.a.flavor
		current_travel_plan = {
			delay_travel_plan = { days = 5 }
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_patient_with_my_mistake_opinion
			}
		}
		stress_impact = {
			patient = minor_stress_impact_loss
			impatient = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = wrathful }
			text = agse_squire_events.1220.b.wrathful
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1220.b
		}
		trait = wrathful
		agse_log_ai_squire_lesson_effect = { TRAIT = wrathful }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = wrathful
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = wrathful } }
		flavor = agse_squire_events.1220.b.flavor
		current_travel_plan = {
			delay_travel_plan = { days = 5 }
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_made_me_lead_us_back_opinion
			}
		}
		stress_impact = {
			wrathful = minor_stress_impact_loss
			calm = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = gregarious }
			text = agse_squire_events.1220.c.gregarious
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1220.c
		}
		trait = gregarious
		agse_log_ai_squire_lesson_effect = { TRAIT = gregarious }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = gregarious
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = gregarious } }
		flavor = agse_squire_events.1220.c.flavor
		current_travel_plan = {
			delay_travel_plan = { days = 5 }
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_laughed_at_my_shortcut_opinion
			}
		}
		stress_impact = {
			gregarious = minor_stress_impact_loss
			shy = minor_stress_impact_gain
		}
	}
}

agse_squire_events.1300 = {
	type = character_event
	title = agse_squire_events.1300.t
	desc = agse_squire_events.1300.desc
	theme = travel_intrigue
	override_background = { reference = ep3_camp_night }

	left_portrait = {
		character = root
		animation = storyteller
	}
	right_portrait = {
		character = scope:agse_squire
		animation = thinking
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		exists = current_travel_plan
		is_location_valid_for_travel_event_on_land = yes
		NOT = { has_character_flag = agse_squire_event_cooldown }
		current_travel_plan = {
			NOT = { has_variable = agse_squire_event_fired }
			NOT = { has_travel_option = dragon_flight_option }
			any_entourage_character = {
				agse_valid_travel_squire_trigger = yes
				NOT = { has_character_flag = agse_old_story_cooldown }
			}
		}
	}

	immediate = {
		current_travel_plan = {
			random_entourage_character = {
				limit = {
					agse_valid_travel_squire_trigger = yes
					NOT = { has_character_flag = agse_old_story_cooldown }
				}
				save_scope_as = agse_squire
			}
			set_variable = {
				name = agse_squire_event_fired
				value = yes
			}
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_old_story_cooldown
				years = 4
			}
		}
		debug_log = "AGSE: The Old Story fired."
	}

	option = {
		name = {
			trigger = { has_trait = honest }
			text = agse_squire_events.1300.a.honest
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1300.a
		}
		trait = honest
		agse_log_ai_squire_lesson_effect = { TRAIT = honest }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = honest
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = honest } }
		flavor = agse_squire_events.1300.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_shared_my_fear_opinion
			}
		}
		stress_impact = {
			honest = minor_stress_impact_loss
			deceitful = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = deceitful }
			text = agse_squire_events.1300.b.deceitful
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1300.b
		}
		trait = deceitful
		agse_log_ai_squire_lesson_effect = { TRAIT = deceitful }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = deceitful
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = deceitful } }
		flavor = agse_squire_events.1300.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
		}
		hidden_effect = {
			random_list = {
				60 = {
					modifier = {
						add = 20
						intrigue >= 12
					}
					modifier = {
						add = 15
						has_trait = deceitful
					}
					modifier = {
						add = 15
						scope:agse_squire = { has_trait = trusting }
					}
					modifier = {
						add = -15
						scope:agse_squire = { intrigue >= 12 }
					}
					modifier = {
						add = -10
						scope:agse_squire = { has_trait = cynical }
					}
					send_interface_toast = {
						type = event_toast_effect_good
						title = agse_squire_events.1300.b.believed
						left_icon = root
						right_icon = scope:agse_squire
						scope:agse_squire = {
							add_opinion = {
								target = root
								modifier = agse_believed_my_old_story_opinion
							}
						}
					}
				}
				40 = {
					modifier = {
						add = 15
						scope:agse_squire = { intrigue >= 12 }
					}
					modifier = {
						add = 10
						scope:agse_squire = { has_trait = cynical }
					}
					modifier = {
						add = -15
						scope:agse_squire = { has_trait = trusting }
					}
					modifier = {
						add = -15
						intrigue >= 12
					}
					modifier = {
						add = -10
						has_trait = deceitful
					}
					send_interface_toast = {
						type = event_toast_effect_bad
						title = agse_squire_events.1300.b.caught
						left_icon = root
						right_icon = scope:agse_squire
						scope:agse_squire = {
							add_opinion = {
								target = root
								modifier = agse_caught_my_old_lie_opinion
							}
						}
					}
				}
			}
		}
		stress_impact = {
			deceitful = minor_stress_impact_loss
			honest = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = callous }
			text = agse_squire_events.1300.c.callous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.1300.c
		}
		trait = callous
		agse_log_ai_squire_lesson_effect = { TRAIT = callous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = callous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = callous } }
		flavor = agse_squire_events.1300.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_dismissed_my_fear_opinion
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
}

agse_squire_events.2400 = {
	type = character_event
	title = agse_squire_events.2400.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = { any_parent = { this = root } }
					scope:agse_second_squire = { any_parent = { this = root } }
				}
				desc = agse_squire_events.2400.desc_both_children
			}
			triggered_desc = {
				trigger = { scope:agse_squire = { any_parent = { this = root } } }
				desc = agse_squire_events.2400.desc_first_child
			}
			triggered_desc = {
				trigger = { scope:agse_second_squire = { any_parent = { this = root } } }
				desc = agse_squire_events.2400.desc_second_child
			}
			desc = agse_squire_events.2400.desc
		}
	}
	theme = martial
	override_background = { reference = courtyard }

	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:agse_squire
		animation = marshal_wooden_sword
	}
	lower_center_portrait = {
		character = scope:agse_second_squire
		animation = wooden_sword_coup_degrace
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_which_of_us_is_better_cooldown }
			count >= 2
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_which_of_us_is_better_cooldown }
			}
			save_scope_as = agse_squire
		}
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_which_of_us_is_better_cooldown }
				NOT = { this = scope:agse_squire }
			}
			save_scope_as = agse_second_squire
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_which_of_us_is_better_cooldown
				years = 5
			}
		}
		scope:agse_second_squire = {
			add_character_flag = {
				flag = agse_which_of_us_is_better_cooldown
				years = 5
			}
		}
		debug_log = "AGSE: Which of Us Is Better? fired."
	}

	option = {
		name = {
			trigger = { has_trait = ambitious }
			text = agse_squire_events.2400.a.ambitious
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.2400.a
		}
		trait = ambitious
		agse_log_ai_squire_lesson_effect = { TRAIT = ambitious }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = ambitious
			}
		}
		flavor = agse_squire_events.2400.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = { target = root modifier = agse_allowed_us_to_settle_it_opinion }
		}
		scope:agse_second_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = { target = root modifier = agse_allowed_us_to_settle_it_opinion }
		}
		scope:agse_squire = {
			set_temporary_signature_weapon = { WEAPON_TYPE = wooden_sword }
		}
		scope:agse_second_squire = {
			set_temporary_signature_weapon = { WEAPON_TYPE = wooden_sword }
		}
		trigger_event = agse_squire_events.2405
		stress_impact = {
			ambitious = minor_stress_impact_loss
			content = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = calm }
			text = agse_squire_events.2400.b.calm
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.2400.b
		}
		trait = calm
		agse_log_ai_squire_lesson_effect = { TRAIT = calm }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = calm
			}
		}
		flavor = agse_squire_events.2400.b.flavor
		scope:agse_squire = {
			agse_try_squire_personality_imprint_effect = { TRAIT = calm }
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = { target = root modifier = agse_scolded_our_quarrel_opinion }
			add_stress = minor_stress_gain
		}
		scope:agse_second_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = { target = root modifier = agse_scolded_our_quarrel_opinion }
			add_stress = minor_stress_gain
		}
		stress_impact = {
			calm = minor_stress_impact_loss
			wrathful = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = diligent }
			text = agse_squire_events.2400.c.diligent
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.2400.c
		}
		trait = diligent
		agse_log_ai_squire_lesson_effect = { TRAIT = diligent }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = diligent
			}
		}
		flavor = agse_squire_events.2400.c.flavor
		scope:agse_squire = {
			agse_try_squire_personality_imprint_effect = { TRAIT = diligent }
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = { target = root modifier = agse_trained_us_together_opinion }
			add_stress = minor_stress_loss
		}
		scope:agse_second_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = { target = root modifier = agse_trained_us_together_opinion }
			add_stress = minor_stress_loss
		}
		# Aspiring Blademaster is below 50 XP, so the teacher must be a true Blademaster.
		if = {
			limit = {
				has_trait = lifestyle_blademaster
				has_trait_xp = { trait = lifestyle_blademaster value >= 50 }
				OR = {
					scope:agse_squire = { NOT = { has_trait = lifestyle_blademaster } }
					scope:agse_second_squire = { NOT = { has_trait = lifestyle_blademaster } }
				}
			}
			random = {
				chance = 10
				random_list = {
					50 = {
						trigger = { scope:agse_squire = { NOT = { has_trait = lifestyle_blademaster } } }
						scope:agse_squire = { save_scope_as = agse_blademaster_candidate }
					}
					50 = {
						trigger = { scope:agse_second_squire = { NOT = { has_trait = lifestyle_blademaster } } }
						scope:agse_second_squire = { save_scope_as = agse_blademaster_candidate }
					}
				}
				trigger_event = { id = agse_squire_events.2420 days = 3 }
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
	}
}

agse_squire_events.2405 = {
	type = character_event
	window = duel_event
	title = agse_squire_events.2405.t
	desc = agse_squire_events.2405.desc
	theme = martial
	override_background = { reference = courtyard }

	left_portrait = {
		character = scope:agse_squire
		scripted_animation = duel_wield_weapon
	}
	right_portrait = {
		character = scope:agse_second_squire
		scripted_animation = duel_wield_weapon
	}

	trigger = {
		exists = scope:agse_squire
		exists = scope:agse_second_squire
		scope:agse_squire = { is_alive = yes }
		scope:agse_second_squire = {
			is_alive = yes
			NOT = { this = scope:agse_squire }
		}
	}

	immediate = {
		debug_log = "AGSE: Squire Against Squire fired."
	}

	option = {
		name = agse_squire_events.2405.a
		# This is a real duel, but practice keeps either squire from being wounded.
		configure_start_single_combat_effect = {
			SC_INITIATOR = root
			SC_ATTACKER = scope:agse_squire
			SC_DEFENDER = scope:agse_second_squire
			FATALITY = practice
			FIXED = no
			LOCALE = courtyard
			OUTPUT_EVENT = agse_squire_events.2410
			INVALIDATION_EVENT = single_combat.1006
		}
	}
}

agse_squire_events.2410 = {
	type = character_event
	title = agse_squire_events.2410.t
	desc = agse_squire_events.2410.desc
	theme = martial
	override_background = { reference = courtyard }

	left_portrait = {
		character = root
		animation = interested
	}
	right_portrait = {
		character = scope:sc_victor
		animation = celebrate_wooden_sword
	}
	lower_center_portrait = {
		character = scope:sc_loser
		animation = shame
	}

	trigger = {
		exists = scope:sc_victor
		exists = scope:sc_loser
		exists = scope:sc_attacker
	}

	immediate = {
		scope:sc_loser = {
			add_opinion = { target = scope:sc_victor modifier = agse_bested_me_in_the_yard_opinion }
			if = {
				limit = { can_set_relation_rival_even_if_teen_trigger = { CHARACTER = scope:sc_victor } }
				set_relation_rival = {
					target = scope:sc_victor
					reason = rival_duel_vengeance
				}
			}
			else_if = {
				limit = { can_set_relation_potential_rival_trigger = { CHARACTER = scope:sc_victor } }
				set_relation_potential_rival = scope:sc_victor
			}
		}
		debug_log = "AGSE: A Question Settled fired."
	}

	option = {
		name = agse_squire_events.2410.a
		trait = ambitious
		agse_log_ai_squire_lesson_effect = { TRAIT = ambitious }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = ambitious
			}
		}
		scope:sc_attacker = {
			save_scope_as = agse_squire
			agse_try_squire_personality_imprint_effect = { TRAIT = ambitious }
		}
	}
}

agse_squire_events.2420 = {
	type = character_event
	title = agse_squire_events.2420.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:agse_blademaster_candidate = { any_parent = { this = root } } }
				desc = agse_squire_events.2420.desc_child
			}
			desc = agse_squire_events.2420.desc
		}
	}
	theme = martial
	override_background = { reference = courtyard }

	left_portrait = {
		character = root
		animation = marshal_wooden_sword
	}
	right_portrait = {
		character = scope:agse_blademaster_candidate
		animation = marshal_wooden_sword
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		OR = {
			AND = {
				exists = scope:agse_blademaster_candidate
				scope:agse_blademaster_candidate = {
					is_alive = yes
					has_relation_agot_knight = root
					NOT = { has_trait = lifestyle_blademaster }
				}
			}
			AND = {
				NOT = { exists = scope:agse_blademaster_candidate }
				any_relation = {
					type = agot_squire
					agse_valid_home_squire_trigger = yes
					NOT = { has_trait = lifestyle_blademaster }
				}
			}
		}
	}

	immediate = {
		if = {
			limit = { NOT = { exists = scope:agse_blademaster_candidate } }
			random_relation = {
				type = agot_squire
				limit = {
					agse_valid_home_squire_trigger = yes
					NOT = { has_trait = lifestyle_blademaster }
				}
				save_scope_as = agse_blademaster_candidate
			}
		}
		debug_log = "AGSE: A Natural Hand fired."
	}

	option = {
		name = agse_squire_events.2420.a
		scope:agse_blademaster_candidate = {
			add_trait = lifestyle_blademaster
			add_opinion = { target = root modifier = agse_saw_promise_in_my_hands_opinion }
		}
	}
}

agse_squire_events.3000 = {
	type = character_event
	title = agse_squire_events.3000.t
	desc = agse_squire_events.3000.desc
	theme = diplomacy
	override_background = { reference = courtyard }

	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:agse_squire
		animation = shame
	}
	lower_center_portrait = {
		character = scope:agse_target
		animation = anger
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_squires_tongue_cooldown }
		}
		any_courtier_or_guest = {
			is_available_ai_adult = yes
			NOT = { has_relation_agot_knight = root }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_squires_tongue_cooldown }
			}
			save_scope_as = agse_squire
		}
		random_courtier_or_guest = {
			limit = {
				is_available_ai_adult = yes
				NOT = { has_relation_agot_knight = root }
			}
			save_scope_as = agse_target
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_squires_tongue_cooldown
				years = 3
			}
		}
		debug_log = "AGSE: A Squire's Tongue fired."
	}

	option = {
		name = {
			trigger = { has_trait = gallant }
			text = agse_squire_events.3000.a.gallant
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.3000.a
		}
		trait = gallant
		agse_log_ai_squire_lesson_effect = { TRAIT = gallant }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = gallant
			}
		}
		flavor = agse_squire_events.3000.a.flavor
		scope:agse_target = {
			add_opinion = {
				target = root
				modifier = agse_respected_apology_opinion
			}
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_spoke_for_me_opinion
			}
		}
		stress_impact = {
			gallant = minor_stress_impact_loss
		}
	}

	option = {
		name = {
			trigger = { has_trait = just }
			text = agse_squire_events.3000.b.just
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.3000.b
		}
		trait = just
		agse_log_ai_squire_lesson_effect = { TRAIT = just }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = just
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = just } }
		flavor = agse_squire_events.3000.b.flavor
		scope:agse_target = {
			add_opinion = {
				target = root
				modifier = agse_respected_apology_opinion
			}
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_made_me_answer_opinion
			}
		}
		stress_impact = {
			just = minor_stress_impact_loss
			arbitrary = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = callous }
			text = agse_squire_events.3000.c.callous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.3000.c
		}
		trait = callous
		agse_log_ai_squire_lesson_effect = { TRAIT = callous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = callous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = callous } }
		flavor = agse_squire_events.3000.c.flavor
		scope:agse_target = {
			add_opinion = {
				target = root
				modifier = agse_laughed_at_me_opinion
			}
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_shared_my_jest_opinion
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
}

agse_squire_events.4000 = {
	type = character_event
	title = agse_squire_events.4000.t
	desc = agse_squire_events.4000.desc
	theme = martial
	override_background = { reference = armory }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = personality_bold
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_playing_at_knighthood_cooldown }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_playing_at_knighthood_cooldown }
			}
			save_scope_as = agse_squire
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_playing_at_knighthood_cooldown
				years = 3
			}
		}
		debug_log = "AGSE: Playing at Knighthood fired."
	}

	option = {
		name = {
			trigger = { has_trait = diligent }
			text = agse_squire_events.4000.a.diligent
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.4000.a
		}
		trait = diligent
		agse_log_ai_squire_lesson_effect = { TRAIT = diligent }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = diligent
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = diligent } }
		flavor = agse_squire_events.4000.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_taught_my_stance_opinion
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = gallant }
			text = agse_squire_events.4000.b.gallant
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.4000.b
		}
		trait = gallant
		agse_log_ai_squire_lesson_effect = { TRAIT = gallant }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = gallant
			}
		}
		flavor = agse_squire_events.4000.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_played_at_knighthood_opinion
			}
		}
		stress_impact = {
			gallant = minor_stress_impact_loss
		}
	}

	option = {
		name = {
			trigger = { has_trait = wrathful }
			text = agse_squire_events.4000.c.wrathful
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.4000.c
		}
		trait = wrathful
		agse_log_ai_squire_lesson_effect = { TRAIT = wrathful }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = wrathful
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = wrathful } }
		flavor = agse_squire_events.4000.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_shamed_my_playacting_opinion
			}
		}
		stress_impact = {
			wrathful = minor_stress_impact_loss
			calm = minor_stress_impact_gain
		}
	}
}

agse_squire_events.5000 = {
	type = character_event
	title = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:agse_parent = { is_female = yes } }
				desc = agse_squire_events.5000.t_mother
			}
			desc = agse_squire_events.5000.t_father
		}
	}
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { exists = scope:agse_secret }
				desc = agse_squire_events.5000.desc_secret
			}
			desc = agse_squire_events.5000.desc_rumor
		}
	}
	theme = intrigue
	override_background = { reference = study }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = storyteller
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_my_parent_says_cooldown }
			any_parent = {
				is_alive = yes
				this != root
			}
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_my_parent_says_cooldown }
				any_parent = {
					is_alive = yes
					this != root
				}
			}
			save_scope_as = agse_squire
		}
		scope:agse_squire = {
			random_parent = {
				limit = {
					is_alive = yes
					this != root
				}
				save_scope_as = agse_parent
			}
		}
		if = {
			limit = {
				scope:agse_squire = {
					any_known_secret = {
						NOT = { is_known_by = root }
						can_be_exposed_by = scope:agse_squire
						secret_owner = {
							is_alive = yes
							this != root
							this != scope:agse_squire
						}
					}
				}
			}
			random = {
				chance = 20
				scope:agse_squire = {
					random_known_secret = {
						limit = {
							NOT = { is_known_by = root }
							can_be_exposed_by = scope:agse_squire
							secret_owner = {
								is_alive = yes
								this != root
								this != scope:agse_squire
							}
						}
						save_scope_as = agse_secret
						secret_owner = {
							save_scope_as = agse_secret_owner
						}
					}
				}
			}
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_my_parent_says_cooldown
				years = 3
			}
		}
		debug_log = "AGSE: My Parent Says fired."
	}

	option = {
		name = {
			trigger = { has_trait = honest }
			text = agse_squire_events.5000.a.honest
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.5000.a
		}
		trait = honest
		agse_log_ai_squire_lesson_effect = { TRAIT = honest }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = honest
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = honest } }
		flavor = agse_squire_events.5000.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_silenced_my_gossip_opinion
			}
		}
		stress_impact = {
			honest = minor_stress_impact_loss
			deceitful = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = deceitful }
			text = agse_squire_events.5000.b.deceitful
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.5000.b
		}
		trait = deceitful
		agse_log_ai_squire_lesson_effect = { TRAIT = deceitful }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = deceitful
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = deceitful } }
		flavor = agse_squire_events.5000.b.flavor
		if = {
			limit = { exists = scope:agse_secret }
			scope:agse_secret = {
				reveal_to = root
			}
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_trusted_my_gossip_opinion
			}
		}
		stress_impact = {
			deceitful = minor_stress_impact_loss
			honest = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = callous }
			text = agse_squire_events.5000.c.callous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.5000.c
		}
		trait = callous
		agse_log_ai_squire_lesson_effect = { TRAIT = callous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = callous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = callous } }
		flavor = agse_squire_events.5000.c.flavor
		add_prestige = miniscule_prestige_loss
		if = {
			limit = { exists = scope:agse_secret }
			scope:agse_secret = {
				expose_secret = scope:agse_squire
			}
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_encouraged_my_gossip_opinion
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
}

agse_squire_events.6000 = {
	type = character_event
	title = agse_squire_events.6000.t
	desc = agse_squire_events.6000.desc
	theme = stewardship
	override_background = { reference = courtyard }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = happiness
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_stray_dog_cooldown }
			NOR = {
				any_owned_story = { type = story_cycle_pet_dog }
				has_character_modifier = dog_story_modifier
			}
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_stray_dog_cooldown }
				NOR = {
					any_owned_story = { type = story_cycle_pet_dog }
					has_character_modifier = dog_story_modifier
				}
			}
			save_scope_as = agse_squire
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_stray_dog_cooldown
				years = 4
			}
		}
		debug_log = "AGSE: The Stray Dog fired."
	}

	option = {
		name = {
			trigger = { has_trait = compassionate }
			text = agse_squire_events.6000.a.compassionate
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.6000.a
		}
		trait = compassionate
		agse_log_ai_squire_lesson_effect = { TRAIT = compassionate }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = compassionate
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = compassionate } }
		flavor = agse_squire_events.6000.a.flavor
		remove_short_term_gold = tiny_gold_value
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_let_me_keep_dog_opinion
			}
			start_dog_story_cycle_effect = yes
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = diligent }
			text = agse_squire_events.6000.b.diligent
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.6000.b
		}
		trait = diligent
		agse_log_ai_squire_lesson_effect = { TRAIT = diligent }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = diligent
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = diligent } }
		flavor = agse_squire_events.6000.b.flavor
		remove_short_term_gold = tiny_gold_value
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_found_dog_home_opinion
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = callous }
			text = agse_squire_events.6000.c.callous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.6000.c
		}
		trait = callous
		agse_log_ai_squire_lesson_effect = { TRAIT = callous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = callous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = callous } }
		flavor = agse_squire_events.6000.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_drove_dog_away_opinion
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
}

agse_squire_events.7000 = {
	type = character_event
	title = agse_squire_events.7000.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { has_character_flag = agot_bought_knighthood }
				desc = agse_squire_events.7000.desc_bought
			}
			desc = agse_squire_events.7000.desc
		}
	}
	theme = martial
	override_background = { reference = courtyard }

	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:agse_squire
		animation = personality_bold
	}
	lower_center_portrait = {
		character = scope:agse_target
		animation = loss_1
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			is_adult = no
			age >= 8
			NOT = { has_character_flag = agse_proper_beating_cooldown }
		}
		any_courtier_or_guest = {
			is_available_ai_child = yes
			is_human = yes
			age >= 8
			NOT = { has_relation_agot_knight = root }
			NOT = { is_close_family_of = root }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				is_adult = no
				age >= 8
				NOT = { has_character_flag = agse_proper_beating_cooldown }
			}
			save_scope_as = agse_squire
		}
		random_courtier_or_guest = {
			limit = {
				is_available_ai_child = yes
				is_human = yes
				age >= 8
				NOT = { has_relation_agot_knight = root }
				NOT = { is_close_family_of = root }
			}
			save_scope_as = agse_target
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_proper_beating_cooldown
				years = 3
			}
		}
		debug_log = "AGSE: A Proper Beating fired."
	}

	option = {
		name = {
			trigger = {
				has_character_flag = agot_bought_knighthood
				has_trait = wrathful
			}
			text = agse_squire_events.7000.a.bought.wrathful
		}
		name = {
			trigger = {
				has_trait = wrathful
				NOT = { has_character_flag = agot_bought_knighthood }
			}
			text = agse_squire_events.7000.a.wrathful
		}
		name = {
			trigger = {
				has_character_flag = agot_bought_knighthood
				NOT = { has_trait = wrathful }
			}
			text = agse_squire_events.7000.a.bought
		}
		name = {
			trigger = {
				NOT = { has_character_flag = agot_bought_knighthood }
				NOT = { has_trait = wrathful }
			}
			text = agse_squire_events.7000.a
		}
		trait = wrathful
		agse_log_ai_squire_lesson_effect = { TRAIT = wrathful }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = wrathful
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = wrathful } }
		flavor = agse_squire_events.7000.a.flavor
		scope:agse_target = {
			add_opinion = {
				target = root
				modifier = agse_condoned_my_beating_opinion
			}
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			if = {
				limit = {
					NOR = {
						has_relation_grudge = scope:agse_target
						has_relation_rival = scope:agse_target
						has_relation_nemesis = scope:agse_target
					}
				}
				set_relation_grudge = scope:agse_target
			}
			add_opinion = {
				target = root
				modifier = agse_approved_my_loyalty_opinion
			}
		}
		stress_impact = {
			wrathful = minor_stress_impact_loss
			calm = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = {
				has_character_flag = agot_bought_knighthood
				has_trait = just
			}
			text = agse_squire_events.7000.b.bought.just
		}
		name = {
			trigger = {
				has_trait = just
				NOT = { has_character_flag = agot_bought_knighthood }
			}
			text = agse_squire_events.7000.b.just
		}
		name = {
			trigger = {
				has_character_flag = agot_bought_knighthood
				NOT = { has_trait = just }
			}
			text = agse_squire_events.7000.b.bought
		}
		name = {
			trigger = {
				NOT = { has_character_flag = agot_bought_knighthood }
				NOT = { has_trait = just }
			}
			text = agse_squire_events.7000.b
		}
		trait = just
		agse_log_ai_squire_lesson_effect = { TRAIT = just }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = just
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = just } }
		flavor = agse_squire_events.7000.b.flavor
		scope:agse_target = {
			add_opinion = {
				target = root
				modifier = agse_judged_us_fairly_opinion
			}
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			if = {
				limit = {
					NOR = {
						has_relation_grudge = scope:agse_target
						has_relation_rival = scope:agse_target
						has_relation_nemesis = scope:agse_target
					}
				}
				set_relation_grudge = scope:agse_target
			}
			add_opinion = {
				target = root
				modifier = agse_punished_my_loyalty_opinion
			}
		}
		stress_impact = {
			just = minor_stress_impact_loss
			arbitrary = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = {
				has_character_flag = agot_bought_knighthood
				has_trait = forgiving
			}
			text = agse_squire_events.7000.c.bought.forgiving
		}
		name = {
			trigger = {
				has_trait = forgiving
				NOT = { has_character_flag = agot_bought_knighthood }
			}
			text = agse_squire_events.7000.c.forgiving
		}
		name = {
			trigger = {
				has_character_flag = agot_bought_knighthood
				NOT = { has_trait = forgiving }
			}
			text = agse_squire_events.7000.c.bought
		}
		name = {
			trigger = {
				NOT = { has_character_flag = agot_bought_knighthood }
				NOT = { has_trait = forgiving }
			}
			text = agse_squire_events.7000.c
		}
		trait = forgiving
		agse_log_ai_squire_lesson_effect = { TRAIT = forgiving }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = forgiving
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = forgiving } }
		flavor = agse_squire_events.7000.c.flavor
		scope:agse_target = {
			add_opinion = {
				target = root
				modifier = agse_ended_our_quarrel_opinion
			}
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			if = {
				limit = {
					NOR = {
						has_relation_grudge = scope:agse_target
						has_relation_rival = scope:agse_target
						has_relation_nemesis = scope:agse_target
					}
				}
				set_relation_grudge = scope:agse_target
			}
			add_opinion = {
				target = root
				modifier = agse_ended_our_quarrel_opinion
			}
		}
		stress_impact = {
			forgiving = minor_stress_impact_loss
			vengeful = minor_stress_impact_gain
		}
	}
}

agse_squire_events.8000 = {
	type = character_event
	title = agse_squire_events.8000.t
	desc = agse_squire_events.8000.desc
	theme = stewardship
	override_background = { reference = armory }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = shame
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_broken_sword_cooldown }
			NOR = {
				has_trait = strong
				has_trait = weak
				has_trait = physique_bad
			}
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_broken_sword_cooldown }
				NOR = {
					has_trait = strong
					has_trait = weak
					has_trait = physique_bad
				}
			}
			save_scope_as = agse_squire
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_broken_sword_cooldown
				years = 10
			}
		}
		debug_log = "AGSE: The Broken Sword fired."
	}

	option = {
		name = {
			trigger = { has_trait = honest }
			text = agse_squire_events.8000.a.honest
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.8000.a
		}
		trait = honest
		agse_log_ai_squire_lesson_effect = { TRAIT = honest }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = honest
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = honest } }
		flavor = agse_squire_events.8000.a.flavor
		remove_short_term_gold = tiny_gold_value
		scope:agse_squire = {
			add_trait = strong
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_valued_my_honesty_opinion
			}
		}
		stress_impact = {
			honest = minor_stress_impact_loss
			deceitful = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = diligent }
			text = agse_squire_events.8000.b.diligent
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.8000.b
		}
		trait = diligent
		agse_log_ai_squire_lesson_effect = { TRAIT = diligent }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = diligent
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = diligent } }
		flavor = agse_squire_events.8000.b.flavor
		scope:agse_squire = {
			add_trait = strong
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_taught_me_responsibility_opinion
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = wrathful }
			text = agse_squire_events.8000.c.wrathful
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.8000.c
		}
		trait = wrathful
		agse_log_ai_squire_lesson_effect = { TRAIT = wrathful }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = wrathful
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = wrathful } }
		flavor = agse_squire_events.8000.c.flavor
		scope:agse_squire = {
			add_trait = strong
			remove_short_term_gold = tiny_gold_value
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_made_me_pay_opinion
			}
		}
		stress_impact = {
			wrathful = minor_stress_impact_loss
			calm = minor_stress_impact_gain
		}
	}
}

agse_squire_events.9000 = {
	type = character_event
	title = agse_squire_events.9000.t
	desc = agse_squire_events.9000.desc
	theme = faith
	override_background = { reference = temple }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = sadness
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_only_silence_cooldown }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_only_silence_cooldown }
			}
			save_scope_as = agse_squire
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_only_silence_cooldown
				years = 3
			}
		}
		debug_log = "AGSE: Only Silence fired."
	}

	option = {
		name = {
			trigger = { has_trait = zealous }
			text = agse_squire_events.9000.a.zealous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9000.a
		}
		trait = zealous
		agse_log_ai_squire_lesson_effect = { TRAIT = zealous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = zealous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = zealous } }
		flavor = agse_squire_events.9000.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_strengthened_my_faith_opinion
			}
		}
		stress_impact = {
			zealous = minor_stress_impact_loss
			cynical = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = cynical }
			text = agse_squire_events.9000.b.cynical
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9000.b
		}
		trait = cynical
		agse_log_ai_squire_lesson_effect = { TRAIT = cynical }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = cynical
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = cynical } }
		flavor = agse_squire_events.9000.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_taught_me_self_reliance_opinion
			}
		}
		stress_impact = {
			cynical = minor_stress_impact_loss
			zealous = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = compassionate }
			text = agse_squire_events.9000.c.compassionate
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9000.c
		}
		trait = compassionate
		agse_log_ai_squire_lesson_effect = { TRAIT = compassionate }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = compassionate
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = compassionate } }
		flavor = agse_squire_events.9000.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_waited_with_me_opinion
			}
			add_stress = minor_stress_loss
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
	}
}

agse_squire_events.9100 = {
	type = character_event
	title = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = {
						any_parent = { this = root }
					}
				}
				desc = agse_squire_events.9100.t_child
			}
			desc = agse_squire_events.9100.t_knight
		}
	}
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = {
						any_parent = { this = root }
					}
				}
				desc = agse_squire_events.9100.desc_child
			}
			desc = agse_squire_events.9100.desc_knight
		}
	}
	theme = diplomacy
	override_background = { reference = study }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = sadness
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_home_seems_far_away_cooldown }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_home_seems_far_away_cooldown }
			}
			save_scope_as = agse_squire
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_home_seems_far_away_cooldown
				years = 4
			}
		}
		debug_log = "AGSE: Home Seems Far Away fired."
	}

	option = {
		name = {
			trigger = { has_trait = compassionate }
			text = agse_squire_events.9100.a.compassionate
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9100.a
		}
		trait = compassionate
		agse_log_ai_squire_lesson_effect = { TRAIT = compassionate }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = compassionate
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = compassionate } }
		flavor = agse_squire_events.9100.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_understood_my_longing_opinion
			}
			add_stress = minor_stress_loss
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = diligent }
			text = agse_squire_events.9100.b.diligent
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9100.b
		}
		trait = diligent
		agse_log_ai_squire_lesson_effect = { TRAIT = diligent }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = diligent
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = diligent } }
		flavor = agse_squire_events.9100.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_gave_me_room_to_breathe_opinion
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = callous }
			text = agse_squire_events.9100.c.callous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9100.c
		}
		trait = callous
		agse_log_ai_squire_lesson_effect = { TRAIT = callous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = callous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = callous } }
		flavor = agse_squire_events.9100.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_dismissed_my_longing_opinion
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
}

agse_squire_events.9200 = {
	type = character_event
	title = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = {
						any_parent = { this = root }
					}
				}
				desc = agse_squire_events.9200.t_child
			}
			desc = agse_squire_events.9200.t_knight
		}
	}
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = {
						any_parent = { this = root }
					}
				}
				desc = agse_squire_events.9200.desc_child
			}
			desc = agse_squire_events.9200.desc_knight
		}
	}
	theme = diplomacy
	override_background = { reference = study }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = sadness
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_weight_of_a_name_cooldown }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_weight_of_a_name_cooldown }
			}
			save_scope_as = agse_squire
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_weight_of_a_name_cooldown
				years = 5
			}
		}
		debug_log = "AGSE: The Weight of a Name fired."
	}

	option = {
		name = {
			trigger = { has_trait = compassionate }
			text = agse_squire_events.9200.a.compassionate
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9200.a
		}
		trait = compassionate
		agse_log_ai_squire_lesson_effect = { TRAIT = compassionate }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = compassionate
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = compassionate } }
		flavor = agse_squire_events.9200.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_freed_me_from_expectations_opinion
			}
			add_stress = minor_stress_loss
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = ambitious }
			text = agse_squire_events.9200.b.ambitious
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9200.b
		}
		trait = ambitious
		agse_log_ai_squire_lesson_effect = { TRAIT = ambitious }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = ambitious
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = ambitious } }
		flavor = agse_squire_events.9200.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_urged_me_to_make_my_name_opinion
			}
			add_prestige = miniscule_prestige_gain
		}
		stress_impact = {
			ambitious = minor_stress_impact_loss
			content = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = callous }
			text = agse_squire_events.9200.c.callous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9200.c
		}
		trait = callous
		agse_log_ai_squire_lesson_effect = { TRAIT = callous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = callous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = callous } }
		flavor = agse_squire_events.9200.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_dismissed_my_burden_opinion
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
}

agse_squire_events.9300 = {
	type = character_event
	title = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = {
						any_parent = { this = root }
					}
				}
				desc = agse_squire_events.9300.t_child
			}
			desc = agse_squire_events.9300.t_knight
		}
	}
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = {
						any_parent = { this = root }
					}
				}
				desc = agse_squire_events.9300.desc_child
			}
			desc = agse_squire_events.9300.desc_knight
		}
	}
	theme = diplomacy
	override_background = { reference = study }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = storyteller
	}
	lower_center_portrait = {
		character = scope:agse_partner
		animation = disapproval
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		is_married = yes
		primary_spouse = {
			is_alive = yes
			is_imprisoned = no
			is_available = yes
			location = root.location
		}
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_squire_has_opinions_cooldown }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_squire_has_opinions_cooldown }
			}
			save_scope_as = agse_squire
		}
		primary_spouse = {
			save_scope_as = agse_partner
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_squire_has_opinions_cooldown
				years = 3
			}
		}
		debug_log = "AGSE: Your Squire Has Opinions fired."
	}

	option = {
		name = {
			trigger = { has_trait = gregarious }
			text = agse_squire_events.9300.a.gregarious
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9300.a
		}
		trait = gregarious
		agse_log_ai_squire_lesson_effect = { TRAIT = gregarious }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = gregarious
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = gregarious } }
		flavor = agse_squire_events.9300.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_heard_me_out_opinion
			}
		}
		stress_impact = {
			gregarious = minor_stress_impact_loss
			shy = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = just }
			text = agse_squire_events.9300.b.just
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9300.b
		}
		trait = just
		agse_log_ai_squire_lesson_effect = { TRAIT = just }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = just
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = just } }
		flavor = agse_squire_events.9300.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_demanded_respect_opinion
			}
		}
		stress_impact = {
			just = minor_stress_impact_loss
			arbitrary = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = wrathful }
			text = agse_squire_events.9300.c.wrathful
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9300.c
		}
		trait = wrathful
		agse_log_ai_squire_lesson_effect = { TRAIT = wrathful }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = wrathful
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = wrathful } }
		flavor = agse_squire_events.9300.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_rebuked_my_meddling_opinion
			}
		}
		stress_impact = {
			wrathful = minor_stress_impact_loss
			calm = minor_stress_impact_gain
		}
	}
}

agse_squire_events.9400 = {
	type = character_event
	title = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = {
						any_parent = { this = root }
					}
				}
				desc = agse_squire_events.9400.t_child
			}
			desc = agse_squire_events.9400.t_knight
		}
	}
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = {
						any_parent = { this = root }
					}
				}
				desc = agse_squire_events.9400.desc_child
			}
			triggered_desc = {
				trigger = { exists = scope:agse_letter_writer }
				desc = agse_squire_events.9400.desc_knight_parent
			}
			desc = agse_squire_events.9400.desc_knight_family
		}
	}
	theme = learning
	override_background = { reference = study }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = thinking
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_letter_home_cooldown }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_letter_home_cooldown }
			}
			save_scope_as = agse_squire
		}
		if = {
			limit = {
				scope:agse_squire = {
					NOT = { any_parent = { this = root } }
					any_parent = {
						is_alive = yes
						NOT = { this = root }
						NOT = { location = root.location }
					}
				}
			}
			scope:agse_squire = {
				random_parent = {
					limit = {
						is_alive = yes
						NOT = { this = root }
						NOT = { location = root.location }
					}
					save_scope_as = agse_letter_writer
				}
			}
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_letter_home_cooldown
				years = 5
			}
		}
		debug_log = "AGSE: A Letter Home fired."
	}

	option = {
		name = {
			trigger = {
				has_trait = honest
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.9400.a.child.honest
		}
		name = {
			trigger = { scope:agse_squire = { any_parent = { this = root } } }
			text = agse_squire_events.9400.a.child
		}
		name = {
			trigger = { has_trait = honest }
			text = agse_squire_events.9400.a.honest
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9400.a
		}
		trait = honest
		agse_log_ai_squire_lesson_effect = { TRAIT = honest }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = honest
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = honest } }
		flavor = agse_squire_events.9400.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_wrote_truthfully_of_me_opinion
			}
		}
		stress_impact = {
			honest = minor_stress_impact_loss
			deceitful = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = {
				has_trait = compassionate
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.9400.b.child.compassionate
		}
		name = {
			trigger = { scope:agse_squire = { any_parent = { this = root } } }
			text = agse_squire_events.9400.b.child
		}
		name = {
			trigger = { has_trait = compassionate }
			text = agse_squire_events.9400.b.compassionate
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9400.b
		}
		trait = compassionate
		agse_log_ai_squire_lesson_effect = { TRAIT = compassionate }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = compassionate
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = compassionate } }
		flavor = agse_squire_events.9400.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_eased_my_familys_fears_opinion
			}
			add_stress = minor_stress_loss
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = {
				has_trait = arrogant
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.9400.c.child.arrogant
		}
		name = {
			trigger = { scope:agse_squire = { any_parent = { this = root } } }
			text = agse_squire_events.9400.c.child
		}
		name = {
			trigger = { has_trait = arrogant }
			text = agse_squire_events.9400.c.arrogant
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9400.c
		}
		trait = arrogant
		agse_log_ai_squire_lesson_effect = { TRAIT = arrogant }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = arrogant
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = arrogant } }
		flavor = agse_squire_events.9400.c.flavor
		add_prestige = miniscule_prestige_gain
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_took_pride_in_my_progress_opinion
			}
		}
		stress_impact = {
			arrogant = minor_stress_impact_loss
			humble = minor_stress_impact_gain
		}
	}
}

agse_squire_events.9500 = {
	type = character_event
	title = agse_squire_events.9500.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = {
						any_parent = { this = root }
					}
				}
				desc = agse_squire_events.9500.desc_child
			}
			desc = agse_squire_events.9500.desc_knight
		}
	}
	theme = intrigue
	override_background = { reference = study }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = storyteller
	}
	lower_center_portrait = {
		character = scope:agse_courtier
		animation = disapproval
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			NOT = { has_character_flag = agse_words_best_forgotten_cooldown }
		}
		any_courtier_or_guest = {
			is_available_ai_adult = yes
			is_human = yes
			NOT = { has_relation_agot_knight = root }
			NOT = { is_close_family_of = root }
			NOT = { has_character_flag = agse_words_best_forgotten_target_cooldown }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				NOT = { has_character_flag = agse_words_best_forgotten_cooldown }
			}
			save_scope_as = agse_squire
		}
		random_courtier_or_guest = {
			limit = {
				is_available_ai_adult = yes
				is_human = yes
				NOT = { has_relation_agot_knight = root }
				NOT = { is_close_family_of = root }
				NOT = { has_character_flag = agse_words_best_forgotten_target_cooldown }
			}
			save_scope_as = agse_courtier
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_words_best_forgotten_cooldown
				years = 4
			}
		}
		scope:agse_courtier = {
			add_character_flag = {
				flag = agse_words_best_forgotten_target_cooldown
				years = 3
			}
		}
		debug_log = "AGSE: Words Best Forgotten fired."
	}

	option = {
		name = {
			trigger = { has_trait = just }
			text = agse_squire_events.9500.a.just
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9500.a
		}
		trait = just
		agse_log_ai_squire_lesson_effect = { TRAIT = just }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = just
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = just } }
		flavor = agse_squire_events.9500.a.flavor
		scope:agse_courtier = {
			add_opinion = {
				target = root
				modifier = agse_called_me_to_account_opinion
			}
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_taught_me_words_have_weight_opinion
			}
		}
		stress_impact = {
			just = minor_stress_impact_loss
			arbitrary = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = {
				has_trait = deceitful
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.9500.b.child.deceitful
		}
		name = {
			trigger = { scope:agse_squire = { any_parent = { this = root } } }
			text = agse_squire_events.9500.b.child
		}
		name = {
			trigger = { has_trait = deceitful }
			text = agse_squire_events.9500.b.deceitful
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9500.b
		}
		trait = deceitful
		agse_log_ai_squire_lesson_effect = { TRAIT = deceitful }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = deceitful
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = deceitful } }
		flavor = agse_squire_events.9500.b.flavor
		add_character_modifier = {
			modifier = agse_useful_whisper_modifier
			years = 2
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_trusted_me_with_a_whisper_opinion
			}
		}
		stress_impact = {
			deceitful = minor_stress_impact_loss
			honest = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = {
				has_trait = forgiving
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.9500.c.child.forgiving
		}
		name = {
			trigger = { scope:agse_squire = { any_parent = { this = root } } }
			text = agse_squire_events.9500.c.child
		}
		name = {
			trigger = { has_trait = forgiving }
			text = agse_squire_events.9500.c.forgiving
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9500.c
		}
		trait = forgiving
		agse_log_ai_squire_lesson_effect = { TRAIT = forgiving }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = forgiving
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = forgiving } }
		flavor = agse_squire_events.9500.c.flavor
		scope:agse_courtier = {
			add_opinion = {
				target = root
				modifier = agse_forgave_my_loose_tongue_opinion
			}
		}
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_taught_me_discretion_opinion
			}
		}
		stress_impact = {
			forgiving = minor_stress_impact_loss
			vengeful = minor_stress_impact_gain
		}
	}
}

agse_squire_events.9600 = {
	type = character_event
	title = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = {
						any_parent = { this = root }
					}
				}
				desc = agse_squire_events.9600.t_child
			}
			desc = agse_squire_events.9600.t_knight
		}
	}
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = {
					scope:agse_squire = {
						any_parent = { this = root }
					}
				}
				desc = agse_squire_events.9600.desc_child
			}
			desc = agse_squire_events.9600.desc_knight
		}
	}
	theme = diplomacy
	override_background = { reference = courtyard }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = shame
	}
	lower_center_portrait = {
		character = scope:agse_crush
		animation = happiness
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = current_travel_plan }
		NOT = { exists = involved_activity }
		is_commanding_army = no
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_home_squire_trigger = yes
			age >= 12
			age <= 25
			is_married = no
			num_of_relation_crush < 1
			NOT = { has_character_flag = agse_crush_cooldown }
			save_temporary_scope_as = agse_squire_check
			root = {
				any_courtier_or_guest = {
					is_human = yes
					is_married = no
					location = root.location
					NOT = { has_relation_agot_knight = root }
					NOT = { is_close_family_of = scope:agse_squire_check }
					OR = {
						AND = {
							is_available_ai_child = yes
							age >= 12
							scope:agse_squire_check = { is_adult = no }
						}
						AND = {
							is_available_ai_adult = yes
							age <= 25
							scope:agse_squire_check = { is_adult = yes }
						}
					}
					save_temporary_scope_as = agse_crush_check
					scope:agse_squire_check = {
						is_attracted_to_gender_of = scope:agse_crush_check
					}
				}
			}
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_home_squire_trigger = yes
				age >= 12
				age <= 25
				is_married = no
				num_of_relation_crush < 1
				NOT = { has_character_flag = agse_crush_cooldown }
				save_temporary_scope_as = agse_squire_check
				root = {
					any_courtier_or_guest = {
						is_human = yes
						is_married = no
						location = root.location
						NOT = { has_relation_agot_knight = root }
						NOT = { is_close_family_of = scope:agse_squire_check }
						OR = {
							AND = {
								is_available_ai_child = yes
								age >= 12
								scope:agse_squire_check = { is_adult = no }
							}
							AND = {
								is_available_ai_adult = yes
								age <= 25
								scope:agse_squire_check = { is_adult = yes }
							}
						}
						save_temporary_scope_as = agse_crush_check
						scope:agse_squire_check = {
							is_attracted_to_gender_of = scope:agse_crush_check
						}
					}
				}
			}
			save_scope_as = agse_squire
		}
		random_courtier_or_guest = {
			limit = {
				is_human = yes
				is_married = no
				location = root.location
				NOT = { has_relation_agot_knight = root }
				NOT = { is_close_family_of = scope:agse_squire }
				OR = {
					AND = {
						is_available_ai_child = yes
						age >= 12
						scope:agse_squire = { is_adult = no }
					}
					AND = {
						is_available_ai_adult = yes
						age <= 25
						scope:agse_squire = { is_adult = yes }
					}
				}
				save_temporary_scope_as = agse_crush_check
				scope:agse_squire = {
					is_attracted_to_gender_of = scope:agse_crush_check
				}
			}
			save_scope_as = agse_crush
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_crush_cooldown
				years = 5
			}
		}
		debug_log = "AGSE: The Crush fired."
	}

	option = {
		name = {
			trigger = {
				has_trait = gregarious
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.9600.a.child.gregarious
		}
		name = {
			trigger = { scope:agse_squire = { any_parent = { this = root } } }
			text = agse_squire_events.9600.a.child
		}
		name = {
			trigger = { has_trait = gregarious }
			text = agse_squire_events.9600.a.gregarious
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9600.a
		}
		trait = gregarious
		agse_log_ai_squire_lesson_effect = { TRAIT = gregarious }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = gregarious
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = gregarious } }
		flavor = agse_squire_events.9600.a.flavor
		scope:agse_squire = {
			if = {
				limit = { is_adult = yes }
				set_relation_potential_lover = scope:agse_crush
			}
			else = {
				set_relation_crush = scope:agse_crush
			}
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_encouraged_my_courage_opinion
			}
		}
		scope:agse_crush = {
			add_opinion = {
				target = scope:agse_squire
				modifier = agse_charming_approach_opinion
			}
		}
		stress_impact = {
			gregarious = minor_stress_impact_loss
			shy = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = {
				has_trait = diligent
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.9600.b.child.diligent
		}
		name = {
			trigger = { scope:agse_squire = { any_parent = { this = root } } }
			text = agse_squire_events.9600.b.child
		}
		name = {
			trigger = { has_trait = diligent }
			text = agse_squire_events.9600.b.diligent
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9600.b
		}
		trait = diligent
		agse_log_ai_squire_lesson_effect = { TRAIT = diligent }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = diligent
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = diligent } }
		flavor = agse_squire_events.9600.b.flavor
		scope:agse_squire = {
			if = {
				limit = { is_adult = yes }
				set_relation_potential_lover = scope:agse_crush
			}
			else = {
				set_relation_crush = scope:agse_crush
			}
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_kept_me_to_my_duties_opinion
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = {
				has_trait = callous
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.9600.c.child.callous
		}
		name = {
			trigger = { scope:agse_squire = { any_parent = { this = root } } }
			text = agse_squire_events.9600.c.child
		}
		name = {
			trigger = { has_trait = callous }
			text = agse_squire_events.9600.c.callous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9600.c
		}
		trait = callous
		agse_log_ai_squire_lesson_effect = { TRAIT = callous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = callous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = callous } }
		flavor = agse_squire_events.9600.c.flavor
		scope:agse_squire = {
			if = {
				limit = { is_adult = yes }
				set_relation_potential_lover = scope:agse_crush
			}
			else = {
				set_relation_crush = scope:agse_crush
			}
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_mocked_my_crush_opinion
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
}

agse_squire_events.1400 = {
	type = character_event
	title = agse_squire_events.1400.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:agse_squire = { any_parent = { this = root } } }
				desc = agse_squire_events.1400.desc_child
			}
			triggered_desc = {
				trigger = { has_trait = knight }
				desc = agse_squire_events.1400.desc_knighted
			}
			triggered_desc = {
				trigger = { is_landed = yes }
				desc = agse_squire_events.1400.desc_landed
			}
			desc = agse_squire_events.1400.desc_knight
		}
	}
	theme = martial
	override_background = { reference = army_camp }

	left_portrait = { character = root animation = disapproval }
	right_portrait = { character = scope:agse_squire animation = shame }
	lower_center_portrait = { character = scope:agse_siege_knight animation = happiness }

	trigger = {
		agse_knight_with_squire_trigger = yes
		trigger_if = {
			limit = { has_character_flag = agse_squire_siege_event_queued }
			has_variable = agse_squire_siege_selected_squire
			has_variable = agse_squire_siege_selected_knight
		}
	}

	immediate = {
		if = {
			limit = {
				has_variable = agse_squire_siege_selected_squire
				has_variable = agse_squire_siege_selected_knight
			}
			var:agse_squire_siege_selected_squire ?= { save_scope_as = agse_squire }
			var:agse_squire_siege_selected_knight ?= { save_scope_as = agse_siege_knight }
		}
		else = {
			random_relation = {
				type = agot_squire
				limit = { agse_valid_campaign_squire_trigger = yes }
				save_scope_as = agse_squire
			}
			random_knight = {
				limit = { NOT = { this = root } }
				save_scope_as = agse_siege_knight
			}
		}
		remove_character_flag = agse_squire_siege_event_queued
		remove_variable = agse_squire_siege_selected_squire
		remove_variable = agse_squire_siege_selected_knight
		remove_variable = agse_squire_siege_selected_prisoner
		remove_variable = agse_squire_siege_selected_army
		remove_variable = agse_squire_siege_event_type
		scope:agse_squire = {
			add_character_flag = { flag = agse_squire_siege_event_cooldown months = 9 }
			add_character_flag = { flag = agse_long_boredom_cooldown years = 3 }
		}
		debug_log = "AGSE: The Long Boredom fired."
	}

	option = {
		name = { trigger = { has_trait = diligent } text = agse_squire_events.1400.a.diligent }
		name = { trigger = { always = yes } text = agse_squire_events.1400.a }
		trait = diligent
		agse_log_ai_squire_lesson_effect = { TRAIT = diligent }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = diligent
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = diligent } }
		flavor = agse_squire_events.1400.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = { target = root modifier = agse_kept_me_busy_during_siege_opinion }
		}
		stress_impact = { diligent = minor_stress_impact_loss lazy = minor_stress_impact_gain }
	}

	option = {
		name = {
			trigger = {
				has_trait = gregarious
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.1400.b.child.gregarious
		}
		name = { trigger = { has_trait = gregarious } text = agse_squire_events.1400.b.gregarious }
		name = { trigger = { always = yes } text = agse_squire_events.1400.b }
		trait = gregarious
		agse_log_ai_squire_lesson_effect = { TRAIT = gregarious }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = gregarious
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = gregarious } }
		flavor = agse_squire_events.1400.b.flavor
		add_stress = minor_stress_loss
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_stress = minor_stress_loss
			add_opinion = { target = root modifier = agse_shared_the_long_watch_opinion }
		}
		stress_impact = { gregarious = minor_stress_impact_loss shy = minor_stress_impact_gain }
	}

	option = {
		name = { trigger = { has_trait = arbitrary } text = agse_squire_events.1400.c.arbitrary }
		name = { trigger = { always = yes } text = agse_squire_events.1400.c }
		trait = arbitrary
		agse_log_ai_squire_lesson_effect = { TRAIT = arbitrary }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = arbitrary
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = arbitrary } }
		flavor = agse_squire_events.1400.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = { target = root modifier = agse_ruined_our_game_opinion }
		}
		stress_impact = { arbitrary = minor_stress_impact_loss just = minor_stress_impact_gain }
	}
}

agse_squire_events.1500 = {
	type = character_event
	title = agse_squire_events.1500.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:agse_squire = { any_parent = { this = root } } }
				desc = agse_squire_events.1500.desc_child
			}
			desc = agse_squire_events.1500.desc_knight
		}
	}
	theme = martial
	override_background = { reference = army_camp }

	left_portrait = { character = root animation = thinking }
	right_portrait = { character = scope:agse_squire animation = worry }
	lower_center_portrait = { character = scope:agse_siege_prisoner animation = pain }

	trigger = {
		agse_knight_with_squire_trigger = yes
		trigger_if = {
			limit = { has_character_flag = agse_squire_siege_event_queued }
			has_variable = agse_squire_siege_selected_squire
			has_variable = agse_squire_siege_selected_prisoner
		}
		trigger_else = {
			any_prisoner = { is_alive = yes }
		}
	}

	immediate = {
		if = {
			limit = {
				has_variable = agse_squire_siege_selected_squire
				has_variable = agse_squire_siege_selected_prisoner
			}
			var:agse_squire_siege_selected_squire ?= { save_scope_as = agse_squire }
			var:agse_squire_siege_selected_prisoner ?= { save_scope_as = agse_siege_prisoner }
		}
		else = {
			random_relation = {
				type = agot_squire
				limit = { agse_valid_campaign_squire_trigger = yes }
				save_scope_as = agse_squire
			}
			random_prisoner = {
				limit = { is_alive = yes }
				save_scope_as = agse_siege_prisoner
			}
		}
		remove_character_flag = agse_squire_siege_event_queued
		remove_variable = agse_squire_siege_selected_squire
		remove_variable = agse_squire_siege_selected_knight
		remove_variable = agse_squire_siege_selected_prisoner
		remove_variable = agse_squire_siege_selected_army
		remove_variable = agse_squire_siege_event_type
		scope:agse_squire = {
			add_character_flag = { flag = agse_squire_siege_event_cooldown months = 9 }
			add_character_flag = { flag = agse_prisoners_water_cooldown years = 3 }
		}
		debug_log = "AGSE: The Prisoner's Water fired."
	}

	option = {
		name = { trigger = { has_trait = compassionate } text = agse_squire_events.1500.a.compassionate }
		name = { trigger = { always = yes } text = agse_squire_events.1500.a }
		trait = compassionate
		agse_log_ai_squire_lesson_effect = { TRAIT = compassionate }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = compassionate
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = compassionate } }
		flavor = agse_squire_events.1500.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_stress = minor_stress_loss
			add_opinion = { target = root modifier = agse_defended_my_mercy_opinion }
		}
		stress_impact = { compassionate = minor_stress_impact_loss callous = minor_stress_impact_gain }
	}

	option = {
		name = { trigger = { has_trait = just } text = agse_squire_events.1500.b.just }
		name = { trigger = { always = yes } text = agse_squire_events.1500.b }
		trait = just
		agse_log_ai_squire_lesson_effect = { TRAIT = just }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = just
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = just } }
		flavor = agse_squire_events.1500.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = { target = root modifier = agse_tempered_mercy_with_duty_opinion }
		}
		stress_impact = { just = minor_stress_impact_loss arbitrary = minor_stress_impact_gain }
	}

	option = {
		name = {
			trigger = {
				has_trait = wrathful
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.1500.c.child.wrathful
		}
		name = { trigger = { has_trait = wrathful } text = agse_squire_events.1500.c.wrathful }
		name = { trigger = { always = yes } text = agse_squire_events.1500.c }
		trait = wrathful
		agse_log_ai_squire_lesson_effect = { TRAIT = wrathful }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = wrathful
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = wrathful } }
		flavor = agse_squire_events.1500.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_stress = minor_stress_gain
			add_opinion = { target = root modifier = agse_felt_my_wrath_opinion }
		}
		stress_impact = { wrathful = minor_stress_impact_loss calm = minor_stress_impact_gain }
	}
}

agse_squire_events.1600 = {
	type = character_event
	title = agse_squire_events.1600.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:agse_squire = { any_parent = { this = root } } }
				desc = agse_squire_events.1600.desc_child
			}
			desc = agse_squire_events.1600.desc_knight
		}
	}
	theme = martial
	override_background = { reference = battlefield }

	left_portrait = { character = root animation = thinking }
	right_portrait = { character = scope:agse_squire animation = shock }

	trigger = {
		agse_knight_with_squire_trigger = yes
		trigger_if = {
			limit = { has_character_flag = agse_squire_siege_event_queued }
			has_variable = agse_squire_siege_selected_squire
		}
	}

	immediate = {
		if = {
			limit = { has_variable = agse_squire_siege_selected_squire }
			var:agse_squire_siege_selected_squire ?= { save_scope_as = agse_squire }
		}
		else = {
			random_relation = {
				type = agot_squire
				limit = { agse_valid_campaign_squire_trigger = yes }
				save_scope_as = agse_squire
			}
		}
		remove_character_flag = agse_squire_siege_event_queued
		remove_variable = agse_squire_siege_selected_squire
		remove_variable = agse_squire_siege_selected_knight
		remove_variable = agse_squire_siege_selected_prisoner
		remove_variable = agse_squire_siege_selected_army
		remove_variable = agse_squire_siege_event_type
		scope:agse_squire = {
			add_character_flag = { flag = agse_squire_siege_event_cooldown months = 9 }
			add_character_flag = { flag = agse_catapult_left_cooldown years = 3 }
		}
		debug_log = "AGSE: What the Catapult Left fired."
	}

	option = {
		name = { trigger = { has_trait = brave } text = agse_squire_events.1600.a.brave }
		name = { trigger = { always = yes } text = agse_squire_events.1600.a }
		trait = brave
		agse_log_ai_squire_lesson_effect = { TRAIT = brave }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = brave
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = brave } }
		flavor = agse_squire_events.1600.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_stress = minor_stress_loss
			add_opinion = { target = root modifier = agse_taught_me_courage_under_siege_opinion }
		}
		stress_impact = { brave = minor_stress_impact_loss craven = minor_stress_impact_gain }
	}

	option = {
		name = {
			trigger = {
				has_trait = honest
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.1600.b.child.honest
		}
		name = { trigger = { has_trait = honest } text = agse_squire_events.1600.b.honest }
		name = { trigger = { always = yes } text = agse_squire_events.1600.b }
		trait = honest
		agse_log_ai_squire_lesson_effect = { TRAIT = honest }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = honest
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = honest } }
		flavor = agse_squire_events.1600.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = { target = root modifier = agse_spoke_honestly_of_war_opinion }
		}
		stress_impact = { honest = minor_stress_impact_loss deceitful = minor_stress_impact_gain }
	}

	option = {
		name = { trigger = { has_trait = zealous } text = agse_squire_events.1600.c.zealous }
		name = { trigger = { always = yes } text = agse_squire_events.1600.c }
		trait = zealous
		agse_log_ai_squire_lesson_effect = { TRAIT = zealous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = zealous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = zealous } }
		flavor = agse_squire_events.1600.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_stress = minor_stress_loss
			add_opinion = { target = root modifier = agse_prayed_beside_me_in_war_opinion }
		}
		stress_impact = { zealous = minor_stress_impact_loss cynical = minor_stress_impact_gain }
	}
}

agse_squire_events.1700 = {
	type = character_event
	hidden = yes

	immediate = {
		if = {
			limit = {
				exists = scope:army
				scope:army = {
					is_army_in_siege = yes
					NOT = { has_variable = agse_squire_siege_event_fired }
				}
				is_current_dragonrider_warfare = no
				NOT = { has_character_flag = agse_squire_siege_event_queued }
				any_relation = {
					type = agot_squire
					agse_valid_siege_squire_trigger = yes
					NOT = { has_character_flag = agse_squire_siege_event_cooldown }
					OR = {
						NOT = { has_character_flag = agse_long_boredom_cooldown }
						NOT = { has_character_flag = agse_prisoners_water_cooldown }
						NOT = { has_character_flag = agse_catapult_left_cooldown }
					}
				}
			}
			random = {
				chance = 35
				modifier = {
					factor = 0.3
					is_ai = yes
				}
				random_list = {
					100 = {
						trigger = {
							any_relation = {
								type = agot_squire
								agse_valid_siege_squire_trigger = yes
								NOT = { has_character_flag = agse_squire_siege_event_cooldown }
								NOT = { has_character_flag = agse_long_boredom_cooldown }
							}
							scope:army.army_owner = {
								any_knight = {
									is_alive = yes
									is_imprisoned = no
									knight_army ?= scope:army
									NOT = { this = root }
								}
							}
						}
						random_relation = {
							type = agot_squire
							limit = {
								agse_valid_siege_squire_trigger = yes
								NOT = { has_character_flag = agse_squire_siege_event_cooldown }
								NOT = { has_character_flag = agse_long_boredom_cooldown }
							}
							save_scope_as = agse_siege_selected_squire
						}
						scope:army.army_owner = {
							random_knight = {
								limit = {
									is_alive = yes
									is_imprisoned = no
									knight_army ?= scope:army
									NOT = { this = root }
									NOT = { this = scope:agse_siege_selected_squire }
								}
								save_scope_as = agse_siege_selected_knight
							}
						}
						set_variable = { name = agse_squire_siege_event_type value = flag:long_boredom }
						set_variable = { name = agse_squire_siege_selected_squire value = scope:agse_siege_selected_squire }
						set_variable = { name = agse_squire_siege_selected_knight value = scope:agse_siege_selected_knight }
						set_variable = { name = agse_squire_siege_selected_army value = scope:army }
					}
					100 = {
						trigger = {
							any_relation = {
								type = agot_squire
								agse_valid_siege_squire_trigger = yes
								NOT = { has_character_flag = agse_squire_siege_event_cooldown }
								NOT = { has_character_flag = agse_prisoners_water_cooldown }
							}
							any_prisoner = {
								is_alive = yes
								OR = {
									is_at_war_with = root
									liege ?= { is_at_war_with = root }
									AND = {
										exists = top_liege
										top_liege = { is_at_war_with = root }
									}
								}
							}
						}
						random_relation = {
							type = agot_squire
							limit = {
								agse_valid_siege_squire_trigger = yes
								NOT = { has_character_flag = agse_squire_siege_event_cooldown }
								NOT = { has_character_flag = agse_prisoners_water_cooldown }
							}
							save_scope_as = agse_siege_selected_squire
						}
						random_prisoner = {
							limit = {
								is_alive = yes
								OR = {
									is_at_war_with = root
									liege ?= { is_at_war_with = root }
									AND = {
										exists = top_liege
										top_liege = { is_at_war_with = root }
									}
								}
							}
							save_scope_as = agse_siege_selected_prisoner
						}
						set_variable = { name = agse_squire_siege_event_type value = flag:prisoners_water }
						set_variable = { name = agse_squire_siege_selected_squire value = scope:agse_siege_selected_squire }
						set_variable = { name = agse_squire_siege_selected_prisoner value = scope:agse_siege_selected_prisoner }
						set_variable = { name = agse_squire_siege_selected_army value = scope:army }
					}
					100 = {
						trigger = {
							any_relation = {
								type = agot_squire
								agse_valid_siege_squire_trigger = yes
								NOT = { has_character_flag = agse_squire_siege_event_cooldown }
								NOT = { has_character_flag = agse_catapult_left_cooldown }
							}
						}
						random_relation = {
							type = agot_squire
							limit = {
								agse_valid_siege_squire_trigger = yes
								NOT = { has_character_flag = agse_squire_siege_event_cooldown }
								NOT = { has_character_flag = agse_catapult_left_cooldown }
							}
							save_scope_as = agse_siege_selected_squire
						}
						set_variable = { name = agse_squire_siege_event_type value = flag:catapult_left }
						set_variable = { name = agse_squire_siege_selected_squire value = scope:agse_siege_selected_squire }
						set_variable = { name = agse_squire_siege_selected_army value = scope:army }
					}
				}
				if = {
					limit = { has_variable = agse_squire_siege_event_type }
					scope:army = { set_variable = agse_squire_siege_event_fired }
					add_character_flag = { flag = agse_squire_siege_event_queued days = 10 }
					trigger_event = { id = agse_squire_events.1710 days = 2 }
					debug_log = "AGSE: A siege squire event was queued."
				}
			}
		}
	}
}

agse_squire_events.1710 = {
	type = character_event
	hidden = yes

	immediate = {
		if = {
			limit = {
				has_character_flag = agse_squire_siege_event_queued
				has_variable = agse_squire_siege_selected_army
				has_variable = agse_squire_siege_selected_squire
				is_current_dragonrider_warfare = no
				var:agse_squire_siege_selected_army ?= { is_army_in_siege = yes }
				OR = {
					AND = {
						is_commanding_army = yes
						commanding_army = var:agse_squire_siege_selected_army
					}
					knight_army ?= var:agse_squire_siege_selected_army
				}
				var:agse_squire_siege_selected_squire ?= {
					agse_valid_siege_squire_trigger = yes
				}
			}
			if = {
				limit = {
					var:agse_squire_siege_event_type = flag:long_boredom
					has_variable = agse_squire_siege_selected_knight
					var:agse_squire_siege_selected_knight ?= {
						is_alive = yes
						is_imprisoned = no
						knight_army ?= root.var:agse_squire_siege_selected_army
					}
				}
				trigger_event = agse_squire_events.1400
			}
			else_if = {
				limit = {
					var:agse_squire_siege_event_type = flag:prisoners_water
					has_variable = agse_squire_siege_selected_prisoner
					var:agse_squire_siege_selected_prisoner ?= {
						is_alive = yes
						is_imprisoned_by = root
					}
				}
				trigger_event = agse_squire_events.1500
			}
			else_if = {
				limit = { var:agse_squire_siege_event_type = flag:catapult_left }
				trigger_event = agse_squire_events.1600
			}
			else = {
				remove_character_flag = agse_squire_siege_event_queued
				remove_variable = agse_squire_siege_selected_squire
				remove_variable = agse_squire_siege_selected_knight
				remove_variable = agse_squire_siege_selected_prisoner
				remove_variable = agse_squire_siege_selected_army
				remove_variable = agse_squire_siege_event_type
			}
		}
		else = {
			remove_character_flag = agse_squire_siege_event_queued
			remove_variable = agse_squire_siege_selected_squire
			remove_variable = agse_squire_siege_selected_knight
			remove_variable = agse_squire_siege_selected_prisoner
			remove_variable = agse_squire_siege_selected_army
			remove_variable = agse_squire_siege_event_type
			debug_log = "AGSE: A queued siege squire event was cancelled after revalidation."
		}
	}
}

agse_squire_events.9900 = {
	type = character_event
	hidden = yes

	immediate = {
		if = {
			limit = {
				agse_knight_with_squire_trigger = yes
				NOT = { exists = involved_activity }
				NOT = { exists = current_travel_plan }
				NOT = { has_character_flag = agse_squire_event_cooldown }
				has_character_flag = agse_squire_fresh_battle_wound
				any_relation = {
					type = agot_squire
					agse_valid_campaign_squire_trigger = yes
					NOT = { has_character_flag = agse_knight_falls_cooldown }
				}
			}
			trigger_event = agse_squire_events.9820
		}
		else_if = {
			limit = {
				agse_knight_with_squire_trigger = yes
				NOT = { exists = involved_activity }
				NOT = { exists = current_travel_plan }
				NOT = { has_character_flag = agse_squire_event_cooldown }
				any_relation = {
					type = agot_squire
					agse_valid_campaign_squire_trigger = yes
					OR = {
						NOT = { has_character_flag = agse_behind_the_shield_cooldown }
						NOT = { has_character_flag = agse_was_i_brave_cooldown }
					}
				}
			}
			random = {
				chance = 20
				modifier = {
					factor = 0.5
					is_ai = yes
				}
				random_list = {
					50 = {
						trigger = {
							any_relation = {
								type = agot_squire
								agse_valid_campaign_squire_trigger = yes
								NOT = { has_character_flag = agse_behind_the_shield_cooldown }
							}
						}
						trigger_event = agse_squire_events.9810
					}
					50 = {
						trigger = {
							any_relation = {
								type = agot_squire
								agse_valid_campaign_squire_trigger = yes
								NOT = { has_character_flag = agse_was_i_brave_cooldown }
							}
						}
						trigger_event = agse_squire_events.9830
					}
				}
			}
		}
		agse_clear_squire_post_battle_pending_effect = yes
	}
}

agse_squire_events.9810 = {
	type = character_event
	title = agse_squire_events.9810.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:agse_squire = { any_parent = { this = root } } }
				desc = agse_squire_events.9810.desc_child
			}
			desc = agse_squire_events.9810.desc_knight
		}
	}
	theme = martial
	override_background = { reference = battlefield }

	left_portrait = {
		character = root
		animation = disapproval
	}
	right_portrait = {
		character = scope:agse_squire
		animation = personality_bold
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = involved_activity }
		NOT = { exists = current_travel_plan }
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_campaign_squire_trigger = yes
			NOT = { has_character_flag = agse_behind_the_shield_cooldown }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_campaign_squire_trigger = yes
				NOT = { has_character_flag = agse_behind_the_shield_cooldown }
			}
			save_scope_as = agse_squire
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_behind_the_shield_cooldown
				years = 4
			}
		}
		debug_log = "AGSE: Behind the Shield fired."
	}

	option = {
		name = {
			trigger = { has_trait = brave }
			text = agse_squire_events.9810.a.brave
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9810.a
		}
		trait = brave
		agse_log_ai_squire_lesson_effect = { TRAIT = brave }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = brave
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = brave } }
		flavor = agse_squire_events.9810.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_praised_my_courage_opinion
			}
		}
		stress_impact = {
			brave = minor_stress_impact_loss
			craven = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = just }
			text = agse_squire_events.9810.b.just
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9810.b
		}
		trait = just
		agse_log_ai_squire_lesson_effect = { TRAIT = just }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = just
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = just } }
		flavor = agse_squire_events.9810.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_rebuked_my_disobedience_opinion
			}
		}
		stress_impact = {
			just = minor_stress_impact_loss
			arbitrary = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = {
				has_trait = compassionate
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.9810.c.child.compassionate
		}
		name = {
			trigger = { scope:agse_squire = { any_parent = { this = root } } }
			text = agse_squire_events.9810.c.child
		}
		name = {
			trigger = { has_trait = compassionate }
			text = agse_squire_events.9810.c.compassionate
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9810.c
		}
		trait = compassionate
		agse_log_ai_squire_lesson_effect = { TRAIT = compassionate }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = compassionate
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = compassionate } }
		flavor = agse_squire_events.9810.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_stress = minor_stress_loss
			add_opinion = {
				target = root
				modifier = agse_valued_my_life_opinion
			}
		}
		stress_impact = {
			compassionate = minor_stress_impact_loss
			callous = minor_stress_impact_gain
		}
	}
}

agse_squire_events.9820 = {
	type = character_event
	title = agse_squire_events.9820.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:agse_squire = { any_parent = { this = root } } }
				desc = agse_squire_events.9820.desc_child
			}
			desc = agse_squire_events.9820.desc_knight
		}
	}
	theme = martial
	override_background = { reference = battlefield }

	left_portrait = {
		character = root
		animation = pain
	}
	right_portrait = {
		character = scope:agse_squire
		animation = worry
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = involved_activity }
		NOT = { exists = current_travel_plan }
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_campaign_squire_trigger = yes
			NOT = { has_character_flag = agse_knight_falls_cooldown }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_campaign_squire_trigger = yes
				NOT = { has_character_flag = agse_knight_falls_cooldown }
			}
			save_scope_as = agse_squire
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_knight_falls_cooldown
				years = 5
			}
		}
		debug_log = "AGSE: The Knight Falls fired."
	}

	option = {
		name = {
			trigger = { has_trait = diligent }
			text = agse_squire_events.9820.a.diligent
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9820.a
		}
		trait = diligent
		agse_log_ai_squire_lesson_effect = { TRAIT = diligent }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = diligent
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = diligent } }
		flavor = agse_squire_events.9820.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_taught_me_under_fire_opinion
			}
		}
		stress_impact = {
			diligent = minor_stress_impact_loss
			lazy = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = {
				has_trait = trusting
				scope:agse_squire = { any_parent = { this = root } }
			}
			text = agse_squire_events.9820.b.child.trusting
		}
		name = {
			trigger = { scope:agse_squire = { any_parent = { this = root } } }
			text = agse_squire_events.9820.b.child
		}
		name = {
			trigger = { has_trait = trusting }
			text = agse_squire_events.9820.b.trusting
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9820.b
		}
		trait = trusting
		agse_log_ai_squire_lesson_effect = { TRAIT = trusting }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = trusting
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = trusting } }
		flavor = agse_squire_events.9820.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_stress = minor_stress_loss
			add_opinion = {
				target = root
				modifier = agse_trusted_me_with_their_life_opinion
			}
		}
		stress_impact = {
			trusting = minor_stress_impact_loss
			paranoid = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { scope:agse_squire = { any_parent = { this = root } } }
			text = agse_squire_events.9820.c.child
		}
		name = {
			trigger = { has_trait = arrogant }
			text = agse_squire_events.9820.c.arrogant
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9820.c
		}
		trait = arrogant
		agse_log_ai_squire_lesson_effect = { TRAIT = arrogant }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = arrogant
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = arrogant } }
		flavor = agse_squire_events.9820.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_expected_my_devotion_opinion
			}
		}
		stress_impact = {
			arrogant = minor_stress_impact_loss
			humble = minor_stress_impact_gain
		}
	}
}

agse_squire_events.9830 = {
	type = character_event
	title = agse_squire_events.9830.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { scope:agse_squire = { any_parent = { this = root } } }
				desc = agse_squire_events.9830.desc_child
			}
			desc = agse_squire_events.9830.desc_knight
		}
	}
	theme = diplomacy
	override_background = { reference = ep3_camp_night }

	left_portrait = {
		character = root
		animation = thinking
	}
	right_portrait = {
		character = scope:agse_squire
		animation = sadness
	}

	trigger = {
		agse_knight_with_squire_trigger = yes
		NOT = { exists = involved_activity }
		NOT = { exists = current_travel_plan }
		NOT = { has_character_flag = agse_squire_event_cooldown }
		any_relation = {
			type = agot_squire
			agse_valid_campaign_squire_trigger = yes
			NOT = { has_character_flag = agse_was_i_brave_cooldown }
		}
	}

	immediate = {
		random_relation = {
			type = agot_squire
			limit = {
				agse_valid_campaign_squire_trigger = yes
				NOT = { has_character_flag = agse_was_i_brave_cooldown }
			}
			save_scope_as = agse_squire
		}
		add_character_flag = {
			flag = agse_squire_event_cooldown
			months = 6
		}
		scope:agse_squire = {
			add_character_flag = {
				flag = agse_was_i_brave_cooldown
				years = 3
			}
		}
		debug_log = "AGSE: Was I Brave? fired."
	}

	option = {
		name = {
			trigger = { has_trait = honest }
			text = agse_squire_events.9830.a.honest
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9830.a
		}
		trait = honest
		agse_log_ai_squire_lesson_effect = { TRAIT = honest }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = honest
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = honest } }
		flavor = agse_squire_events.9830.a.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_opinion = {
				target = root
				modifier = agse_judged_my_courage_honestly_opinion
			}
		}
		stress_impact = {
			honest = minor_stress_impact_loss
			deceitful = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = patient }
			text = agse_squire_events.9830.b.patient
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9830.b
		}
		trait = patient
		agse_log_ai_squire_lesson_effect = { TRAIT = patient }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = patient
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = patient } }
		flavor = agse_squire_events.9830.b.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_stress = minor_stress_loss
			add_opinion = {
				target = root
				modifier = agse_helped_me_face_my_fear_opinion
			}
		}
		stress_impact = {
			patient = minor_stress_impact_loss
			impatient = minor_stress_impact_gain
		}
	}

	option = {
		name = {
			trigger = { has_trait = callous }
			text = agse_squire_events.9830.c.callous
		}
		name = {
			trigger = { always = yes }
			text = agse_squire_events.9830.c
		}
		trait = callous
		agse_log_ai_squire_lesson_effect = { TRAIT = callous }
		ai_chance = {
			base = 10
			modifier = {
				add = 90
				has_trait = callous
			}
		}
		scope:agse_squire = { agse_try_squire_personality_imprint_effect = { TRAIT = callous } }
		flavor = agse_squire_events.9830.c.flavor
		scope:agse_squire = {
			agot_add_squire_trait_xp_skip_chiv_bonus_effect = { MIN_VALUE = 1 MAX_VALUE = 1 }
			add_stress = minor_stress_gain
			add_opinion = {
				target = root
				modifier = agse_dismissed_my_courage_opinion
			}
		}
		stress_impact = {
			callous = minor_stress_impact_loss
			compassionate = minor_stress_impact_gain
		}
	}
}
