##############################################################
# You found an ancient document proving a claim on a vassal  #
############################################################## 

character_event = {
	id = 1190
	picture = "event_claim"
	
	trigger = { 
		condition = { type = has_vassal }
		condition = { type = age value = 11 } 
	}

	mean_time_to_happen = {
		years = 800

		modifier = { 
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 2
		}
		modifier = { 
			condition = { type = intrigue value = 7 }
			condition = { type = not value = { type = intrigue value = 10 } }
			factor = 0.85
		}
		modifier = { 
			condition = { type = intrigue value = 10 }
			condition = { type = not value = { type = intrigue value = 13 } }
			factor = 0.75
		}
		modifier = { 
			condition = { type = intrigue value = 13 }
			factor = 0.5
		}

	}

	action_a = {#Press the claim
		effect = { type = add_title_claim value = random_vassal }
		effect = { 
				type = random 
				chance = 33
				effect = {
						type = add_trait
						value = cruel
						}
				}
	}

	action_b = {#Let it fall
		effect = { 
				type = random 
				chance = 50
				effect = {
						type = add_trait
						value = merciful
						}
				}
		effect = { 
				type = random 
				chance = 33
				effect = {
						type = add_trait
						value = generous
						}
				}		
	}
}
#################################################################
# You found an ancient document proving a claim on a neighbor  #
################################################################# 

character_event = {
	id = 1191
	picture = "event_claim"
	
	trigger = { 
		condition = { type = is_independent }
		condition = { type = age value = 11 }
	}

	mean_time_to_happen = {
		years = 800

		modifier = { 
			condition = { type = county }
			factor = 0.33
		}
		modifier = {
			condition = { type = duchy }
			factor = 0.66
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.9 } }
			factor = 1.5
		}
		modifier = { 
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 2
		}
		modifier = { 
			condition = { type = intrigue value = 7 }
			condition = { type = not value = { type = intrigue value = 10 } }
			factor = 0.85
		}
		modifier = { 
			condition = { type = intrigue value = 10 }
			condition = { type = not value = { type = intrigue value = 13 } }
			factor = 0.75
		}
		modifier = { 
			condition = { type = intrigue value = 13 }
			factor = 0.5
		}
	}


	action_a = {#Press the claim in public
		effect = { type = add_title_claim value = random_neighbor }
	}

	action_b = {#Let it fall
		effect = { 
				type = random 
				chance = 50
				effect = {
						type = add_trait
						value = coward
						}
				}
		effect = { 
				type = random 
				chance = 50
				effect = {
						type = add_trait
						value = generous
						}
				}		
	}
}
##########################################################
# An insult at a tourney ends in a harsh correspondence  #
########################################################## 

character_event = {
	id = 1192
	picture = "event_claim"
	
	trigger = { 
		condition = { type = ruler }
		condition = { type = age value = 16 }
	}

	mean_time_to_happen = {
		years = 800

		modifier = { 
			condition = { type = county }
			factor = 0.33
		}
		modifier = {
			condition = { type = duchy }
			factor = 0.66
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.9 } }
			factor = 1.5
		}
		modifier = { 
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 2
		}
		modifier = { 
			condition = { type = intrigue value = 7 }
			condition = { type = not value = { type = intrigue value = 10 } }
			factor = 0.85
		}
		modifier = { 
			condition = { type = intrigue value = 10 }
			condition = { type = not value = { type = intrigue value = 13 } }
			factor = 0.75
		}
		modifier = { 
			condition = { type = intrigue value = 13 }
			factor = 0.5
		}
	}

	action_a = {#Claim his title
		effect = { type = add_title_claim value = random_neighbor }
		effect = { 
				type = random 
				chance = 25
				effect = {
						type = add_trait
						value = reckless
						}
				}
	}

	action_b = {#Try to reconciliate
		effect = { 
				type = random 
				chance = 25
				effect = {
						type = add_trait
						value = modest
						}
				}
		effect = { 
				type = random 
				chance = 25
				effect = {
						type = add_trait
						value = wise
						}
				}		
	}
}
##########################################
# Small fief inheritance leads to claim  #
########################################## 

character_event = {
	id = 1193
	picture = "event_claim"
	
	trigger = { 
		condition = { type = ruler }
	}

	mean_time_to_happen = {
		years = 800

		modifier = { 
			condition = { type = county }
			factor = 0.33
		}
		modifier = {
			condition = { type = duchy }
			factor = 0.66
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.9 } }
			factor = 1.5
		}
		modifier = { 
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 2
		}
		modifier = { 
			condition = { type = intrigue value = 7 }
			condition = { type = not value = { type = intrigue value = 10 } }
			factor = 0.85
		}
		modifier = { 
			condition = { type = intrigue value = 10 }
			condition = { type = not value = { type = intrigue value = 13 } }
			factor = 0.75
		}
		modifier = { 
			condition = { type = intrigue value = 13 }
			factor = 0.5
		}
	}

	action_a = {#Claim his title
		effect = { type = add_title_claim value = random_neighbor }
		effect = { 
				type = random 
				chance = 25
				effect = {
						type = add_trait
						value = reckless
						}
				}
	}

	action_b = {#Try to reconciliate
		effect = { 
				type = random 
				chance = 25
				effect = {
						type = add_trait
						value = modest
						}
				}
		effect = { 
				type = random 
				chance = 25
				effect = {
						type = add_trait
						value = wise
						}
				}		
	}
}
######################################################
# Your wife has commited adultery with another ruler #
###################################################### 

character_event = {
	id = 1194
	picture = "event_claim"
	
	trigger = { 
		condition = { type = ruler }
		condition = { type = gender value = male }
		condition = { type = is_married }
		condition = { type = spouse
			condition = { type = not value = { type = pregnant } }
		}
	}

	mean_time_to_happen = {
		years = 800

		# Spouse trait modifiers:

		modifier = {
			condition = {
				type = spouse
				condition = { type = trait value = lustful }
			}
			factor = 0.5 
		}

		modifier = {
			condition = {
				type = spouse
				condition = { type = trait value = chaste }
			}
			factor = 1.5 
		}
	}

	action_a = {#Behead her and punish the deceitful man
		ai_chance = 50
			#start AI modifier block
			modifier = {
				condition = { type = trait value = vengeful }
				factor = 1.25
			}
			modifier = {
				condition = { type = trait value = cruel }
				factor = 1.2
			}
			#end AI modifier block
		effect = { type = add_title_claim value = random_neighbor }
		effect = { type = prestige scale = -0.5 }
		effect = { type = death value = spouse }
		effect = { type = add_trait value = vengeful }
	}

	action_b = {#Pretend as nothing has happened
		ai_chance = 50
			#start AI modifier block
			modifier = {
				condition = { type = trait value = forgiving }
				factor = 1.25
			}
			modifier = {
				condition = { type = trait value = merciful }
				factor = 1.2
			}
			#end AI modifier block
		effect = { type = prestige scale = -0.25 }
		effect = { type = add_trait value = merciful }
		effect = { type = add_trait value = forgiving }
		effect = { type = random
				chance = 50
				effect = {type = remove_trait for = spouse value = lustful }
		}
	}
}
##########################
# A chance for intrigue  #
########################## 

character_event = {
	id = 1195
	picture = "event_claim"
	
	trigger = { 
		condition = { type = is_vassal }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = trait value = honest } }
	}

	mean_time_to_happen = {
		months = 480

		modifier = { 
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 1.5
		}
		modifier = { 
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.5
		}
		modifier = { 
			condition = { type = intrigue value = 8 }
			factor = 0.5 
		}
		modifier = { 
			condition = { type = intrigue value = 11 }
			factor = 0.5 
		}
		modifier = { 
			condition = { type = intrigue value = 14 }
			factor = 0.5 
		}
	}

	action_a = {#Intrigue against your liege
		ai_chance = 33
			modifier = {
				condition = { type = trait value = deceitful }
				factor = 2
			}
			modifier = {
				condition = { type = trait value = just }
				factor = 0.5
			}
		effect = { type = loyalty value = -0.25 }
		effect = { type = prestige value = -10 }
		effect = { type = random chance = 50
			effect = { type = add_trait value = deceitful }
		}
	}

	action_b = {#Do nothing
		ai_chance = 34
			modifier = {
				condition = { type = trait value = arbitrary }
				factor = 0.25
			}

		effect = { type = prestige value = -5 } 
		effect = { type = random chance = 33
			effect = { type = add_trait value = arbitrary }
		}
	}
	action_c = {#Reveal plotters to your liege
		ai_chance = 33
			modifier = {
				condition = { type = trait value = coward }
				factor = 2
			}
			modifier = {
				condition = { type = trait value = just }
				factor = 2
			}
		effect = { type = loyalty value = 0.15 }
		effect = { type = prestige value = 10 }
		effect = { type = random chance = 50
			effect = { type = add_trait value = honest }
		}
	}
}
##############################################
# Maltreated by liege at a public attending  #
############################################## 

character_event = {
	id = 1196
	picture = "event_claim"
	
	trigger = { 
		condition = { type = is_vassal }
		condition = { type = trait value = vengeful }
	}

	mean_time_to_happen = {
		months = 480

	}

	action_a = {#He will have to pay for that insult!
		effect = { type = loyalty value = -0.25 }
	}
}
##########################################################
# Liege make a etiquette piruette at a public attending  #
########################################################## 

character_event = {
	id = 1197
	picture = "event_claim"
	
	trigger = { 
		condition = { type = is_vassal }
		condition = { type = trait value = forgiving }
	}

	mean_time_to_happen = {
		months = 480

	}

	action_a = {#Nah he did not mean that!
		effect = { type = loyalty value = 0.1 }
	}
}
############################################
# A claim on a title has been discouvered  #
############################################

character_event = {
	id = 1198
	picture = "event_claim"
	
	trigger = { 
		condition = { type = ruler }
	}

	mean_time_to_happen = {
		months = 1800

		modifier = { 
			condition = { type = county }
			factor = 0.2
		}
		modifier = {
			condition = { type = duchy }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.9 } }
			factor = 1.5
		}
		modifier = { 
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 2
		}
		modifier = { 
			condition = { type = intrigue value = 7 }
			condition = { type = not value = { type = intrigue value = 10 } }
			factor = 0.85
		}
		modifier = { 
			condition = { type = intrigue value = 10 }
			condition = { type = not value = { type = intrigue value = 13 } }
			factor = 0.75
		}
		modifier = { 
			condition = { type = intrigue value = 13 }
			factor = 0.5
		}
	}

	action_a = {#Ok
		effect = { type = add_title_claim value = random_neighbor }
	}
}
##########################
# A dagger in the dark!  #
##########################

character_event = {
	id = 1199
	picture = "event_crime"
	
	trigger = { 
		condition = { 
			type = father 
			condition = { type = ruler }
			condition = { type = is_alive }
		}
		condition = { type = age value = 25 }
		condition = { type = intrigue value = 10 }
		condition = { type = trait value = deceitful }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.85
		}
		modifier = { 
			condition = { type = trait value = reckless }
			factor = 0.8 
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.9 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.7 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.5 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.3 } }
			factor = 0.75
		}
		modifier = { 
			condition = { type = father_trait value = cruel }
			factor = 0.8 
		}
		modifier = { 
			condition = { type = father_trait value = deceitful }
			factor = 0.8 
		}
		modifier = { 
			condition = { type = father_trait value = arbitrary }
			factor = 0.9 
		}
		modifier = { 
			condition = { type = father_trait value = suspicious }
			factor = 1.2 
		}
	}

	action_a = {#Eat this!
		effect = { type = death value = father }
		effect = { type = random chance = 75
			effect = { type = add_trait value = kinslayer }
		}
	}
}
##############################################################
# Our nobles would accept the naturalization of the bastard  #
##############################################################
# Event removed since this is now handled in the bastard events series
#character_event = {
#	id = 1200
#	picture = "event_claim"
#	
#	trigger = { 
#		condition = { type = age value = 20 }
#		condition = { type = gender value = male }
#		condition = { type = trait value = bastard }
#		condition = { type = is_vassal }
#	}
#
#	mean_time_to_happen = {
#		months = 300
#
#	}
#
#	action_a = {#Naturalize the him!
#		ai_chance = 50
#		effect = { type = remove_trait value = bastard }
#		effect = { type = prestige value = -100 }
#	}
#	action_b = {#No never!
#		ai_chance = 50
#		effect = { type = prestige value = 50 }
#	}
#}