########################
# Court Flavour Events #
#       7900-7999      #
#   by Thomas Corriol  #
########################

###############################
#        Artistic events      #
# Original idea from Bismarck #
###############################

# A famous writer proposed to compose your family chronicle

character_event = {
	id = 7900

	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = age value = 16 }
		condition = { type = has_advance value = chronicle_writing }
		condition = { type = not value = { type = ai } }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = trait value = generous }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2
		}
		modifier = {
			condition = { type = has_advance value = troubadours }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_advance value = heraldry }
			factor = 0.8
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { library = yes } }
			}
			factor = 0.95
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { grand_palace = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { thieves_guild = yes } }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { smugglers_ring = yes } }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { highway_robber_band = yes } }
			}
			factor = 1.35
		}
 		modifier = {
 			condition = { type = has_province_effect value = { looted = yes } }
 			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
		# Bonus for Nordic Saga :-)
		modifier = {
			condition = {
				type = or
				condition = { type = culture value = Norwegian }
				condition = { type = culture value = Swedish }
				condition = { type = culture value = Danish }
				condition = { type = culture value = Norse }
			}
			factor = 0.7
		}
	}

	action_a = { 	#Give him patronage
		effect = { type = prestige value = 45 }
		effect = { type = gold value = -150 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = proud }
		}
	}
	action_b = { 	#Ignore him
		effect = { type = piety value = 5 }
		effect = { type = prestige value = -10 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = modest }
		}
	}
}

# Your young wife takes a passion for romantic poetry

character_event = {
	id = 7901

	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = gender value = male }
		condition = { type = is_married }
		condition = { type = has_advance value = romantic_poetry }
		condition = {
			type = spouse
			condition = { type = not value = { type = age value = 21 } }
		}
	}

	mean_time_to_happen = {
		months = 2400 # Yeah, very rare, it is an easter egg after all! :-p

		modifier = {
			condition = { type = trait value = generous }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2
		}
		modifier = {
			condition = { type = has_advance value = troubadours }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = ballads }
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { library = yes } }
			}
			factor = 0.95
		}
		# Easter egg !
		modifier = {
			condition = {
				type = spouse
				condition = {
					type = or
					condition = { type = culture value = Frankish }
					condition = { type = culture value = Catalan }
					condition = { type = culture value = Italian }
					condition = { type = culture value = Occitan }
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = pregnant }
			factor = 0.75 #with no ice cream available, she must satisfy her cravings somehow :D
		}
	}

	action_a = { 	#Buy her more books
		effect = { type = gold value = -100 }
		effect = { type = trigger for = spouse value = 7902 }
		effect = { type = piety value = -10 }
	}
	action_b = { 	#Good for her, but no, she won't have my credit card for amazon.medieval.com
		effect = { type = piety value = 5 }
		effect = { type = trigger for = spouse value = 7903 }
	}
	action_c = { 	#Those are books by satan !
		effect = { type = piety value = 15 }
		effect = {
			type = random
			chance = 33
			effect = { type = add_trait value = zealous }
		}
		effect = { type = trigger for = spouse value = 7904 }
	}
}

# Wife events counter-part

character_event = {
	id = 7902 

	picture = "event_intrigue"

	immidiate = {#Darling, I love you so much !
		effect = { type = fertility value = 2 }
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = lustful }
		}
	}
}

character_event = {
	id = 7903 

	picture = "event_intrigue"

	immidiate = {#Is it so ? Separate bed then !
		effect = { type = fertility value = -2 }
	}
}

character_event = {
	id = 7904 

	picture = "event_intrigue"

	immidiate = {#To the covent for a while!
		effect = { type = add_trait value = chaste }
		effect = {
			type = random
			chance = 33
			effect = { type = add_trait value = depression }
		}
	}
}

# A famous herald proposed his service

character_event = {
	id = 7905

	picture = "event_appearance"

	trigger = {
		condition = { type = ruler }
		condition = { type = age value = 12 }
		condition = { type = has_advance value = heraldry }
		condition = { type = has_law value = { feudal_contract_law = yes } }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = trait value = generous }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2
		}
		modifier = {
			condition = { type = has_advance value = oblige_noblesse }
			factor = 0.85
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { traininggrounds = yes } }
			}
			factor = 0.95
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { grand_palace = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { waracademy = yes } }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { thieves_guild = yes } }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { smugglers_ring = yes } }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { highway_robber_band = yes } }
			}
			factor = 1.35
		}
 		modifier = {
 			condition = { type = has_province_effect value = { looted = yes } }
 			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	action_a = { 	#Give him patronage
		effect = { type = gold value = -200 }
		effect = { type = create_courtier value = chancellor }
		effect = { type = loyalty for = best_vassal value = 0.1 }
		effect = { type = loyalty for = random_vassal value = 0.1 }
		effect = { type = loyalty for = worst_vassal value = 0.2 }
	}
	action_b = { 	#Ignore him
		effect = { type = prestige value = -5 }
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = suspicious }
		}
	}
}

# A destitute noble from a former enemy court ask for permanent hospitality

character_event = {
	id = 7906

	picture = "event_appearance"

	trigger = {
		condition = { type = ruler }
		condition = { type = age value = 12 }
		condition = { type = has_advance value = oblige_noblesse }
		condition = { type = not value = { type = atwar } }
		condition = { type = trait value = forgiving }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = trait value = generous }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { templar_house = yes } }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { grand_palace = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { waracademy = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { thieves_guild = yes } }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { smugglers_ring = yes } }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { highway_robber_band = yes } }
			}
			factor = 1.35
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	action_a = { 	#Welcome him to your court
		effect = { type = gold value = -75 }
		effect = { type = create_courtier value = enemy_defector }
		effect = { type = loyalty for = random_courtier value = -0.15 }
		effect = { type = loyalty for = worst_courtier value = -0.15 }
		effect = { type = loyalty for = knight value = -0.15 }
	}
	action_b = { 	#Tell him he can only stay for the night
		effect = { type = piety value = 15 }
	}
}

# A troop of wandering jongleurs seek your patronage

character_event = {
	id = 7907

	picture = "event_town"

	trigger = {
		condition = { type = ruler }
		condition = { type = age value = 12 }
		condition = { type = has_advance value = jongleurs }
		condition = { type = not value = { type = ai } }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = trait value = generous }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2
		}
		modifier = {
			condition = { type = has_advance value = troubadours }
			factor = 0.8
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { medium_castle = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { grand_palace = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { thieves_guild = yes } }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { smugglers_ring = yes } }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { highway_robber_band = yes } }
			}
			factor = 1.35
		}
 		modifier = {
 			condition = { type = has_province_effect value = { looted = yes } }
 			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	action_a = { 	#Give them patronage
		effect = { type = prestige value = 25 }
		effect = { type = gold value = -75 }
		effect = {
			type = random
			chance = 33
			effect = { type = remove_trait value = stress_symptom }
		}
	}
	action_b = { 	#Ignore them
		effect = { type = prestige value = -5 }
	}
}

# A travelling minstrel seeks your patronage

character_event = {
	id = 7908

	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = age value = 12 }
		condition = { type = has_advance value = troubadours }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = trait value = generous }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { medium_castle = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { grand_palace = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { thieves_guild = yes } }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { smugglers_ring = yes } }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { highway_robber_band = yes } }
			}
			factor = 1.35
		}
 		modifier = {
 			condition = { type = has_province_effect value = { looted = yes } }
 			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	action_a = { 	#Give him patronage
		effect = { type = prestige value = 30 }
		effect = { type = piety  value = -10 }
		effect = { type = create_courtier value = spymaster }
		effect = { type = gold value = -250 }
	}
	action_b = { 	#Ignore him
		effect = { type = prestige value = -15 }
		effect = { type = piety  value = 5 }
	}
}

# The Church wants to organise a Miracle play for a local saint

province_event = {
	id = 7909

	picture = "event_religion"

	trigger = {
		condition = { type = religion value = catholic }
		condition = { type = has_advance value = { miracle_plays = yes } }
		condition = { type = not value = { type = ai } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = has_law value = { church_supremacy = yes } }
			factor = 0.7
		}
		modifier = {
			condition = { type = has_advance value = { relics = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { choir_song = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { large_church = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { domed_church = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_improvement value = { cathedral = yes } }
			factor = 0.7
		}
		modifier = {
			condition = { type = has_improvement value = { theater = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_improvement value = { thieves_guild = yes } }
			factor = 1.35
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring = yes } }
			factor = 1.25
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band = yes } }
			factor = 1.15
		}
		modifier = {
			condition = { type = has_province_effect value = { looted = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	action_a = { 	#Sponsorise it
		effect = { type = ruler_prestige value = 10 }
		effect = { type = ruler_piety value = 30 }
		effect = { type = ruler_gold value = -200 }
		effect = { type = clergy_power value = 0.1 }
		effect = { type = clergy_loyalty value = 0.3 }
		effect = { type = burgher_loyalty value = 0.25 }
		effect = { type = peasant_loyalty value = 0.2 }
	}
	action_b = { 	#If the Church wants it, the Church paid for it
		effect = { type = ruler_prestige value = -5 }
		effect = { type = ruler_piety value = -15 }
		effect = { type = clergy_power value = -0.1 }
		effect = { type = clergy_loyalty value = -0.3 }
	}
}

# The Peasant wants to organise a great carnival and ask for your funding

province_event = {
	id = 7910

	picture = "event_town"

	trigger = {
		condition = { type = religion value = catholic }
		condition = { type = has_advance value = { carnivals = yes } }
		condition = { type = not value = { type = ai } }
		condition = { type = not value = { type = has_province_effect value = { revolt = yes } } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = has_law value = { traditional_custom_law = yes } }
			factor = 0.7
		}
		modifier = {
			condition = { type = has_law value = { popular_law = yes } }
			factor = 0.7
		}
		modifier = {
			condition = { type = has_improvement value = { theater = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { thieves_guild = yes } }
			factor = 1.35
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring = yes } }
			factor = 1.15
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band = yes } }
			factor = 1.25
		}
		modifier = {
			condition = { type = has_province_effect value = { looted = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	action_a = { 	#Sponsorise it
		effect = { type = ruler_gold value = -100 }
		effect = { type = noble_loyalty value = -0.1 }
		effect = { type = burgher_loyalty value = 0.33 }
		effect = { type = peasant_loyalty value = 0.33 }
	}
	action_b = { 	#It's a mockery against the current order
		effect = { type = noble_power value = 0.1 }
		effect = { type = noble_loyalty value = 0.15 }
		effect = { type = burgher_loyalty value = -0.45 }
		effect = { type = peasant_loyalty value = -0.45 }
	}
}

# A mentally affected character discovered music and its virtues thanks to the new musical instruments in the kingdom

character_event = {
	id = 7911

	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = gold value = 75 }
		condition = {
			type = or
			condition = { type = trait value = stress_symptom }
			condition = { type = trait value = depression }
		}
		condition = { type = has_advance value = musical_instruments }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = has_advance value = ballads }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = music_notation_system }
			factor = 0.8
		}
	}

	immidiate = { 	#  Musical instrument are expensive but music can do wonders
		effect = { type = gold value = -75 }
		effect = { type = remove_trait value = stress_symptom }
		effect = { type = remove_trait value = depression }
		effect = { type = martial value = -1 }
	}
}

# A Great Artist seek your patronage

character_event = {
	id = 7912

	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = age value = 12 }
		condition = { type = has_advance value = ballads }
		condition = { type = not value = { type = ai } }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = trait value = generous }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2
		}
		modifier = {
			condition = { type = has_advance value = troubadours }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_advance value = musical_instruments }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = choir_song }
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { medium_castle = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { grand_palace = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { thieves_guild = yes } }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { smugglers_ring = yes } }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { highway_robber_band = yes } }
			}
			factor = 1.35
		}
 		modifier = {
 			condition = { type = has_province_effect value = { looted = yes } }
 			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	action_a = { 	#Give him patronage
		effect = { type = prestige value = 25 }
		effect = { type = gold value = -75 }
		effect = { type = loyalty for = random_courtier value = 0.1 }
		effect = { type = loyalty for = worst_courtier value = 0.1 }
		effect = { type = loyalty for = knight value = 0.1 }
	}
	action_b = { 	#Ignore him
		effect = { type = prestige value = -5 }
	}
}

# Fashion at the court: Keep your courtier busy by doing and undoing the fashion at the court

character_event = {
	id = 7913

	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = ruler }
		condition = { type = age value = 16 }
		condition = { type = has_advance value = fashion_clothes }
		condition = { type = has_advance value = clothmaking }
		condition = {
			type = capital
			condition = { type = has_improvement value = { dyeworks = yes } }
		}
		condition = {
			type = capital
			condition = { type = has_improvement value = { spinningmill = yes } }
		}
		condition = { type = has_law value = { royal_preorgatory_law = yes } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = has_advance value = local_merchant_houses }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_advance value = reknown_merchant_houses }
			factor = 0.8
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { cathedral = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { grand_palace = yes } }
			}
			factor = 0.8
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { theater = yes } }
			}
			factor = 0.85
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { thieves_guild = yes } }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { smugglers_ring = yes } }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { highway_robber_band = yes } }
			}
			factor = 1.35
		}
 		modifier = {
 			condition = { type = has_province_effect value = { looted = yes } }
 			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	action_a = { 	# Introduce fashion at the court
		effect = { type = gold value = -200 }
		effect = { type = prestige value = 50 }
		effect = { type = piety value = -5 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = proud }
		}
		effect = { type = trigger for = random_courtier value = 7914 }
		effect = { type = trigger for = best_courtier value = 7914 }
		effect = { type = trigger for = knight value = 7914 }
	}
	action_b = { 	# There are better ways of spending the taxes
		effect = { type = piety value = 5 }
		effect = { type = prestige value = -10 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = modest }
		}
	}
}

# Courtier events counter-part

character_event = {
	id = 7914

	picture = "event_intrigue"

	immidiate = {# Let's do as the King !
		effect = { type = gold value = -50 }
		effect = { type = prestige value = 10 }
		effect = { type = piety value = -5 }
		effect = { type = loyalty value = 0.1 }
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = proud }
		}
	}
}

# A young talented artist proposes to paint an iconic portrait of a venerated ancestor

province_event = {
	id = 7915

	picture = "event_religion"

	trigger = {
		condition = { type = or
			condition = { type = religion value = orthodox }
			condition = { type = religion value = catholic }
		}
		condition = { type = has_advance value = { extravagant_decoration = yes } }
		condition = { type = not value = { type = ai } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = has_law value = { church_supremacy = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_law value = { monastic_supremacy = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_advance value = { relics = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { large_church = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { domed_church = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_improvement value = { cathedral = yes } }
			factor = 0.7
		}
		modifier = {
			condition = { type = has_improvement value = { thieves_guild = yes } }
			factor = 1.25
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring = yes } }
			factor = 1.35
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band = yes } }
			factor = 1.15
		}
		modifier = {
			condition = { type = has_province_effect value = { looted = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	action_a = { 	#Sponsorise him
		effect = { type = ruler_prestige value = 30 }
		effect = { type = ruler_piety value = 50 }
		effect = { type = ruler_gold value = -150 }
		effect = { type = clergy_loyalty value = 0.3 }
		effect = { type = noble_loyalty value = 0.1 }
	}
	action_b = { 	#Ignore him
		effect = { type = ruler_prestige value = -10 }
		effect = { type = ruler_piety value = -10 }
		effect = { type = clergy_loyalty value = -0.1 }
	}
}

# A theater troup is becoming extremely popular but is lacking fundings

province_event = {
	id = 7916

	picture = "event_town"

	trigger = {
		condition = { type = has_advance value = { vernacular_literature = yes } }
		condition = { type = has_improvement value = { theater = yes } }
		condition = { type = not value = { type = ai } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = has_law value = { royal_preorgatory_law = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_law value = { popular_law = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_law value = { regal_supremacy = yes } }
			factor = 0.7
		}
		modifier = {
			condition = { type = has_improvement value = { thieves_guild = yes } }
			factor = 1.35
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring = yes } }
			factor = 1.15
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band = yes } }
			factor = 1.25
		}
		modifier = {
			condition = { type = has_province_effect value = { looted = yes } }
			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	action_a = { 	#Sponsorise them
		effect = { type = ruler_gold value = -250 }
		effect = { type = ruler_prestige value = 25 }
		effect = { type = ruler_piety value = -10 }
		effect = { type = noble_loyalty value = 0.25 }
		effect = { type = clergy_loyalty value = -0.1 }
		effect = { type = burgher_loyalty value = 0.33 }
		effect = { type = peasant_loyalty value = 0.33 }
		effect = {
			type = random
			chance = 25
			effect = { type = remove_province_effect value = revolt }
		}
	}
	action_b = { 	#It's a mockery against the current order
		effect = { type = ruler_piety value = 15 }
		effect = { type = noble_power value = 0.1 }
		effect = { type = clergy_power value = 0.2 }
		effect = { type = clergy_loyalty value = 0.33 }
		effect = { type = burgher_loyalty value = -0.45 }
		effect = { type = peasant_loyalty value = -0.45 }
	}
}

###############################
#      Artistic events II     #
# Original idea from Bismarck #
###############################

# Generic simple events

# A formerly lost Greek epic poem has been rediscovered

province_event = {
	id = 7917

	picture = "event_techinvention"

	trigger = {
		condition = { type = has_advance value = { the_seven_liberal_arts = yes } }
#		condition = { type = not value = { type = ai } }
		condition = {
			type = or
			condition = { type = ruler_religion value = catholic }
			condition = { type = ruler_religion value = orthodox }
		}
		condition = {
			type = or
			condition = { type = region value = balkan }
			condition = { type = culture value = greek }
			condition = { type = religion value = orthodox }
 			condition = { type = culture value = muslim }
			condition = { type = religion value = moslem }
		}
	}

	mean_time_to_happen = {
		months = 3000

		modifier = {
			condition = { type = has_advance value = { cathedral_schools = yes } }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_advance value = { academic_disciplines = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { scholastics = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { library = yes } }
			factor = 0.92
		}
		modifier = {
			condition = { type = has_improvement value = { monastery = yes } }
			factor = 0.97
		}
		modifier = {
			condition = { type = has_improvement value = { university = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { thieves_guild = yes } }
			factor = 1.15
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring = yes } }
			factor = 1.25
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band = yes } }
			factor = 1.35
		}
		modifier = {
			condition = { type = has_province_effect value = { looted = yes } }
			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	immidiate = { 	# A grand discovery!
		effect = { type = ruler_prestige value = 15 }
	}
}

# A formerly lost Greek play has been rediscovered

province_event = {
	id = 7918

	picture = "event_techinvention"

	trigger = {
		condition = { type = has_advance value = { the_seven_liberal_arts = yes } }
#		condition = { type = not value = { type = ai } }
		condition = {
			type = or
			condition = { type = ruler_religion value = catholic }
			condition = { type = ruler_religion value = orthodox }
		}
		condition = {
			type = or
			condition = { type = region value = balkan }
			condition = { type = culture value = greek }
			condition = { type = religion value = orthodox }
 			condition = { type = culture value = muslim }
			condition = { type = religion value = moslem }
		}
	}

	mean_time_to_happen = {
		months = 3000

		modifier = {
			condition = { type = has_advance value = { cathedral_schools = yes } }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_advance value = { academic_disciplines = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { scholastics = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { library = yes } }
			factor = 0.92
		}
		modifier = {
			condition = { type = has_improvement value = { monastery = yes } }
			factor = 0.97
		}
		modifier = {
			condition = { type = has_improvement value = { university = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { thieves_guild = yes } }
			factor = 1.15
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring = yes } }
			factor = 1.25
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band = yes } }
			factor = 1.35
		}
		modifier = {
			condition = { type = has_province_effect value = { looted = yes } }
			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	immidiate = { 	# A grand discovery!
		effect = { type = ruler_prestige value = 15 }
	}
}

# A formerly lost Greek treatise on medicine has been rediscovered

character_event = {
	id = 7919

	picture = "event_recovery"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = trait value = illness }
		condition = {
			type = ruler_csc
			condition = { type = has_advance value = the_seven_liberal_arts }
			condition = {
				type = or
				condition = { type = religion value = catholic }
				condition = { type = religion value = orthodox }
			}
			condition = {
				type = any_demesne_province
				condition = {
					type = or
					condition = { type = region value = balkan }
					condition = { type = culture value = greek }
					condition = { type = religion value = orthodox }
 					condition = { type = culture value = muslim }
					condition = { type = religion value = moslem }
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = has_advance value = cathedral_schools }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_advance value = academic_disciplines }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = scholastics }
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { library = yes } }
			}
			factor = 0.92
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { monastery = yes } }
			}
			factor = 0.97
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { university = yes } }
			}
			factor = 0.95
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { thieves_guild = yes } }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { smugglers_ring = yes } }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { highway_robber_band = yes } }
			}
			factor = 1.35
		}
 		modifier = {
 			condition = { type = has_province_effect value = { looted = yes } }
 			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	immidiate = { 	#  The Ancients knew how to treat your affliction
		effect = { type = remove_trait value = illness }
		effect = { type = trigger for = ruler value = 7920 }
	}
}

# Ruler event counter-part

character_event = {
	id = 7920

	picture = "event_techinvention"

	immidiate = { 	# A grand discovery!
		effect = { type = prestige value = 15 }
	}
}

# A formerly lost Roman work of history has been rediscovered

province_event = {
	id = 7921

	picture = "event_techinvention"

	trigger = {
		condition = { type = has_advance value = { the_seven_liberal_arts = yes } }
#		condition = { type = not value = { type = ai } }
		condition = {
			type = or
			condition = { type = ruler_religion value = catholic }
			condition = { type = ruler_religion value = orthodox }
		}
		condition = {
			type = or
			condition = { type = region value = Italy }
			condition = { type = culture value = italian }
		}
	}

	mean_time_to_happen = {
		months = 2400

		modifier = {
			condition = { type = has_advance value = { cathedral_schools = yes } }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_advance value = { academic_disciplines = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { scholastics = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { library = yes } }
			factor = 0.92
		}
		modifier = {
			condition = { type = has_improvement value = { monastery = yes } }
			factor = 0.97
		}
		modifier = {
			condition = { type = has_improvement value = { university = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { thieves_guild = yes } }
			factor = 1.15
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring = yes } }
			factor = 1.25
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band = yes } }
			factor = 1.35
		}
		modifier = {
			condition = { type = has_province_effect value = { looted = yes } }
			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	immidiate = { 	# A grand discovery!
		effect = { type = ruler_prestige value = 15 }
	}
}

# A Moslem work on optics has been discovered

province_event = {
	id = 7922

	picture = "event_techspread"

	trigger = {
		condition = { type = has_advance value = { the_seven_liberal_arts = yes } }
#		condition = { type = not value = { type = ai } }
		condition = {
			type = or
			condition = { type = ruler_religion value = catholic }
			condition = { type = ruler_religion value = orthodox }
		}
		condition = {
			type = or
			condition = { type = region value = spain }
			condition = { type = region value = North_Africa }
			condition = { type = region value = Asia_Minor }
			condition = { type = culture value = muslim }
			condition = { type = religion value = moslem }
		}
	}

	mean_time_to_happen = {
		months = 3000

		modifier = {
			condition = { type = has_advance value = { cathedral_schools = yes } }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_advance value = { academic_disciplines = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { scholastics = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { library = yes } }
			factor = 0.92
		}
		modifier = {
			condition = { type = has_improvement value = { university = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { thieves_guild = yes } }
			factor = 1.15
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring = yes } }
			factor = 1.25
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band = yes } }
			factor = 1.35
		}
		modifier = {
			condition = { type = has_province_effect value = { looted = yes } }
			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	immidiate = { 	# Amazing the heathens knew something we didn't
		effect = { type = ruler_prestige value = 15 }
	}
}

# A Moslem work on mathematics has been discovered

province_event = {
	id = 7923

	picture = "event_techinvention"

	trigger = {
		condition = { type = has_advance value = { the_seven_liberal_arts = yes } }
#		condition = { type = not value = { type = ai } }
		condition = {
			type = or
			condition = { type = ruler_religion value = catholic }
			condition = { type = ruler_religion value = orthodox }
		}
		condition = {
			type = or
			condition = { type = region value = Middle_East }
			condition = { type = region value = North_Africa }
			condition = { type = region value = Asia_Minor }
			condition = { type = culture value = muslim }
			condition = { type = religion value = moslem }
		}
	}

	mean_time_to_happen = {
		months = 3000

		modifier = {
			condition = { type = has_advance value = { cathedral_schools = yes } }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_advance value = { academic_disciplines = yes } }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = { scholastics = yes } }
			factor = 0.9
		}
		modifier = {
			condition = { type = has_improvement value = { library = yes } }
			factor = 0.92
		}
		modifier = {
			condition = { type = has_improvement value = { university = yes } }
			factor = 0.95
		}
		modifier = {
			condition = { type = has_improvement value = { thieves_guild = yes } }
			factor = 1.15
		}
		modifier = {
			condition = { type = has_improvement value = { smugglers_ring = yes } }
			factor = 1.25
		}
		modifier = {
			condition = { type = has_improvement value = { highway_robber_band = yes } }
			factor = 1.35
		}
		modifier = {
			condition = { type = has_province_effect value = { looted = yes } }
			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	immidiate = { 	# Amazing the heathens knew something we didn't
		effect = { type = ruler_prestige value = 15 }
	}
}

# A Moslem work on surgical techniques has been discovered

character_event = {
	id = 7924

	picture = "event_recovery"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = {
			type = or
			condition = { type = trait value = illness }
			condition = { type = trait value = war_invalid }
		}
		condition = {
			type = ruler_csc
			condition = { type = has_advance value = the_seven_liberal_arts }
			condition = {
				type = or
				condition = { type = religion value = catholic }
				condition = { type = religion value = orthodox }
			}
			condition = {
				type = any_demesne_province
				condition = {
					type = or
					condition = { type = region value = Spain }
					condition = { type = region value = North_Africa }
					condition = { type = region value = Asia_Minor }
					condition = { type = culture value = muslim }
					condition = { type = religion value = moslem }
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 1800

		modifier = {
			condition = { type = has_advance value = cathedral_schools }
			factor = 0.85
		}
		modifier = {
			condition = { type = has_advance value = academic_disciplines }
			factor = 0.8
		}
		modifier = {
			condition = { type = has_advance value = scholastics }
			factor = 0.9
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { library = yes } }
			}
			factor = 0.92
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { monastery = yes } }
			}
			factor = 0.97
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { university = yes } }
			}
			factor = 0.95
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { thieves_guild = yes } }
			}
			factor = 1.15
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { smugglers_ring = yes } }
			}
			factor = 1.25
		}
		modifier = {
			condition = {
				type = capital
				condition = { type = has_improvement value = { highway_robber_band = yes } }
			}
			factor = 1.35
		}
 		modifier = {
 			condition = { type = has_province_effect value = { looted = yes } }
 			factor = 2
		}
		modifier = {
			condition = { type = has_province_effect value = { revolt = yes } }
			factor = 1.5
		}
		modifier = {
			condition = { type = has_province_effect value = { dysentery = yes } }
			factor = 4
		}
		modifier = {
			condition = { type = has_province_effect value = { malaria = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { small_pox = yes } }
			factor = 5
		}
		modifier = {
			condition = { type = has_province_effect value = { typhoid_fever = yes } }
			factor = 3
		}
		modifier = {
			condition = { type = has_province_effect value = { bubonic_plague = yes } }
			factor = 10
		}
		modifier = {
			condition = { type = has_province_effect value = { pneumonic_plague = yes } }
			factor = 10
		}
	}

	immidiate = { 	#  Amazing the heathens knew how to treat your affliction
		effect = { type = remove_trait value = illness }
		effect = { type = remove_trait value = war_invalid }
	}
}


#####################################
#           Hunting events          #
# Original ideas by Walter Hawkwood #
#####################################

# Chasing a great boar

character_event = {
	id = 7925

	picture = "event_agriculture2"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = health value = 5 } # Replace age < 50 check by a health check
		condition = { type = not value = { type = trait value = war_invalid } }
		condition = { type = not value = { type = trait value = clubfooted } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = {
			type = ruler_csc
			condition = { type = not value = { type = atwar } }
		}
		condition = {
			type = marshal_csc
			condition = { type = martial value = 1 }
		}
	}

	mean_time_to_happen = {
		months = 2400

		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
	}

	action_a = { # Combat it
		effect = { type = prestige value = 25 }
		effect = {
			type = random
			chance = 33
			effect = { type = add_trait value = valorous }
		}
		effect = {
			type = random
			chance = 33
			effect = { type = add_trait value = reckless }
		}
		effect = {
			type = random
			chance = 20
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = death }
		}
	}

	action_b = { # Wait for marshal to arrive with the other and handle it
		effect = { type = prestige value = 5 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = modest }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = coward }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = wise }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait for = marshal value = war_invalid }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = death value = marshal }
		}
	}

	action_c = {#Let it go
		effect = { type = prestige value = -5 }
		effect = {
			type = random
			chance = 20
			effect = { type = add_trait value = merciful }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = coward }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = lazy }
		}
	}
}

# Predatory beast terrorizes countryside

character_event = {
	id = 7926

	picture = "event_agriculture"

	trigger = {
		condition = { type = ruler }
		condition = { type = not value = { type = atwar } }
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = health value = 5 } # Replace age < 50 check by a health check
		condition = { type = not value = { type = trait value = war_invalid } }
		condition = { type = not value = { type = trait value = clubfooted } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = {
			type = marshal_csc
			condition = { type = martial value = 1 }
		}
	}

	mean_time_to_happen = {
		months = 1800

		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
	}

	action_a = { # Organise a great hunt and combat it yourself
		effect = { type = prestige value = 30 }
		effect = { type = gold value = -50 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = energetic }
		}
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = valorous }
		}
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = reckless }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = death }
		}
	}

	action_b = { # Organise a great hunt lead by your marshal to deal with it
		effect = { type = prestige value = 5 }
		effect = { type = gold value = -100 }
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = coward }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait for = marshal value = war_invalid }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = death value = marshal }
		}
	}

	action_c = {# Do Nothing
		effect = { type = prestige value = -15 }
		effect = {
			type = random
			chance = 33
			effect = { type = add_province_effect value = revolt }
		}
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = selfish }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = lazy }
		}
	}
}

# Chasing a great deer

character_event = {
	id = 7927

	picture = "event_agriculture2"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = health value = 5 } # Replace age < 50 check by a health check
		condition = { type = not value = { type = trait value = war_invalid } }
		condition = { type = not value = { type = trait value = clubfooted } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = {
			type = ruler_csc
			condition = { type = not value = { type = atwar } }
		}
	}

	mean_time_to_happen = {
		months = 2400

		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
	}

	action_a = { # Slay it
		effect = { type = prestige value = 15 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = indulgent }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = proud }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = cruel }
		}
	}

	action_b = { # Let it go
		effect = { type = piety value = 10 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = merciful }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = temperate }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = lazy }
		}
	}
}

# Hunting season #

character_event = {
	id = 7928

	picture = "event_agriculture"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = has_vassal }
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = health value = 5 } # Replace age < 50 check by a health check
		condition = { type = not value = { type = trait value = war_invalid } }
		condition = { type = not value = { type = trait value = clubfooted } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = pneumonia } }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.7
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
	}

	action_a = { # Invite your neighbors
		effect = { type = prestige value = 50 }
		effect = { type = gold value = -250 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = generous }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = indulgent }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = energetic }
		}
		effect = {
			type = random
			chance = 3
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 1
			effect = { type = death }
		}
		effect = { type = trigger for = best_neighbor value = 7929 }
		effect = { type = trigger for = random_neighbor value = 7929 }
		effect = { type = trigger for = worst_neighbor value = 7929 }
	}

	action_b = { # Invite your vassals
		effect = { type = prestige value = 25 }
		effect = { type = gold value = -150 }
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = generous }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = indulgent }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = energetic }
		}
		effect = {
			type = random
			chance = 3
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 1
			effect = { type = death }
		}
		effect = { type = trigger for = best_vassal value = 7930 }
		effect = { type = trigger for = random_vassal value = 7930 }
		effect = { type = trigger for = worst_vassal value = 7930 }
	}

	action_c = { # Just have a good time with your court
		effect = { type = prestige value = 10 }
		effect = { type = gold value = -75 }
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = selfish }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = indulgent }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = generous }
		}
		effect = {
			type = random
			chance = 3
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 1
			effect = { type = death }
		}
		effect = { type = trigger for = best_courtier value = 7931 }
		effect = { type = trigger for = random_courtier value = 7931 }
		effect = { type = trigger for = knight value = 7931 }
	}

	action_d = { # No hunting for me, no...
		effect = { type = prestige value = -5 }
		effect = {
			type = random
			chance = 15
			effect = { type = add_trait value = selfish }
		}
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = temperate }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = lazy }
		}
	}
}

# neighbor event counter-part

character_event = {
	id = 7929

	picture = "event_intrigue"

	action_a = { # Go
		effect = { type = prestige value = 15 }
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = indulgent }
		}
		effect = {
			type = random
			chance = 7
			effect = { type = remove_trait value = stress_symptom }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = energetic }
		}
		effect = {
			type = random
			chance = 3
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 1
			effect = { type = death }
		}
	}

	action_b = { # No
		effect = { type = prestige value = -5 }
	}
}

# vassal event counter-part

character_event = {
	id = 7930

	picture = "event_intrigue"

	action_a = { # Go
		effect = { type = prestige value = 10 }
		effect = { type = loyalty value = 0.15 }
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = indulgent }
		}
		effect = {
			type = random
			chance = 7
			effect = { type = remove_trait value = stress_symptom }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = energetic }
		}
		effect = {
			type = random
			chance = 3
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 1
			effect = { type = death }
		}
	}

	action_b = { # No
		effect = { type = prestige value = -5 }
		effect = { type = loyalty value = -0.1 }
	}
}

# courtier event counter-part

character_event = {
	id = 7931

	picture = "event_intrigue"

	immidiate = { # Go
		effect = { type = prestige value = 5 }
		effect = { type = loyalty value = 0.1 }
		effect = {
			type = random
			chance = 10
			effect = { type = add_trait value = indulgent }
		}
		effect = {
			type = random
			chance = 7
			effect = { type = remove_trait value = stress_symptom }
		}
		effect = {
			type = random
			chance = 5
			effect = { type = add_trait value = energetic }
		}
		effect = {
			type = random
			chance = 3
			effect = { type = add_trait value = war_invalid }
		}
		effect = {
			type = random
			chance = 1
			effect = { type = death }
		}
	}

}

# Id 7932

#######################################################
# New flavour set, directed at players without vassals (primarily counts)
# 6200-6299
# By Byakhiam
#######################################################

##################################
# Your son has got a servant maid pregnant
##################################

character_event = {
	id = 6200

	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = gender value = male }
		condition = { type = ruler_child }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 25 } }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = is_married } }
		condition = { type = not value = { type = trait value = chaste } }
	}

	mean_time_to_happen = {
		months = 600

		modifier = {
			condition = { type = father
				condition = { type = not value = { type = has_vassal } }
			}
			factor = 0.2
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 1.2
		}
		modifier = {
			condition = { type = or
				condition = { type = trait value = pneumonia }
				condition = { type = trait value = plagueinfested }
			}
			factor = 5.0
		}
		modifier = {
			condition = { type = or
				condition = { type = trait value = maniac }
				condition = { type = trait value = schizofrenia }
				condition = { type = trait value = depression }
			}
			factor = 5.0
		}
		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.2
		}
		modifier = {
			condition = { type = father condition = { type = trait value = lustful } }
			factor = 0.5
		}
		modifier = {
			condition = { type = father condition = { type = trait value = chaste } }
			factor = 1.5
		}
		modifier = {
			condition = { type = fertility value = 6 }
			factor = 0.9
		}
		modifier = {
			condition = { type = fertility value = 7 }
			factor = 0.9
		}
		modifier = {
			condition = { type = fertility value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 2 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 1 } }
			factor = 1.5
		}
	}

	action_a = {
		effect = { type = add_trait value = lustful }
		effect = { type = prestige value = -10 }
		effect = { type = piety value = -10 }
		effect = { type = trigger for = ruler value = 6211 }
	}
	action_b = {
		effect = { type = create_courtier value = bastard }
		effect = { type = random chance = 50 
			effect = { type = add_trait value = lustful }
		}
		effect = { type = random chance = 25
			effect = { type = prestige value = -10 }
			effect = { type = piety value = -10 }
		}
	}
	action_c = {
		effect = { type = loyalty value = -0.3 }
		effect = { type = random chance = 50 
			effect = { type = add_trait value = chaste }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = arbitrary }
		}
	}
	action_d = {
		effect = { type = add_trait value = chaste }
		effect = { type = piety value = 10 }
		effect = { type = random chance = 25
			effect = { type = add_trait value = zealous }
		}
	}
}

#############################
# Your wife wants latest fashion fad
#############################

character_event = {
	id = 6201

	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = gender value = female }
		condition = { type = is_married }
		condition = { type = not value = { type = trait value = modest } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = spouse
			condition = { type = not value = { type = ai } }
			condition = { type = ruler }
			condition = { type = not value = { type = atwar } }
		}
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = spouse
				condition = { type = not value = { type = has_vassal } }
			}
			factor = 0.2
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 0.8
		}
		modifier = {
			condition = { type = spouse
				condition = { type = trait value = coward }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = spouse
				condition = { type = trait value = generous }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = spouse
				condition = { type = trait value = modest }
			}
			factor = 0.8
		}
	}

	action_a = {
		effect = { type = trigger for = spouse value = 6210 }
		effect = { type = random chance = 50 
			effect = { type = add_trait value = selfish }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = proud }
		}
		effect = { type = random chance = 25 
			effect = { type = remove_trait value = stress_symptom }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait for = spouse value = generous }
		}
		effect = { type = random chance = 5
			effect = { type = add_next_advance value = sculptures }
		}
	}
	action_b = {
		effect = { type = trigger for = spouse value = 6211 }
		effect = { type = random chance = 25
			effect = { type = add_trait value = modest }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = proud }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = selfish }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = deceitful }
		}
	}
	action_c = {
		effect = { type = random chance = 50
			effect = { type = add_trait value = modest }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = zealous }
		}
		effect = { type = random chance = 5
			effect = { type = add_trait value = depression }
			effect = { type = remove_trait value = stress_symptom }
		}
	}
	action_d = {
		effect = { type = add_trait for = spouse value = selfish }
		effect = { type = random chance = 25
			effect = { type = add_trait value = modest }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = proud }
			effect = { type = add_trait value = deceitful }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = stress_symptom }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = depression }
			effect = { type = remove_trait value = stress_symptom }
		}
	}
}

#######################################
# This woman is accusing her husband of adultery
#######################################

character_event = {
	id = 6204

	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = gender value = female }
		condition = { type = is_married }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = ruler } }
		condition = { type = spouse
			condition = { type = trait value = lustful }
			condition = { type = not value = { type = ai } }
			condition = { type = not value = { type = ruler } }
		}
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = ruler_csc
				condition = { type = not value = { type = has_vassal } }
			}
			factor = 0.2
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.75
		}
		modifier = {
			condition = { type = age value = 30 }
			factor = 1.2
		}
		modifier = {
			condition = { type = age value = 40 }
			factor = 1.5
		}
		modifier = {
			condition = { type = spouse condition = { type = trait value = arbitrary } }
			factor = 0.8
		}
		modifier = {
			condition = { type = spouse condition = { type = trait value = coward } }
			factor = 0.8
		}
		modifier = {
			condition = { type = spouse condition = { type = trait value = cruel } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = lustful } }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = zealous } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = chaste } }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = just } }
			factor = 0.8
		}
	}

	action_a = {
		effect = { type = add_trait value = lustful }
		effect = { type = random chance = 50
			effect = { type = loyalty value = -0.3 }
		}
		effect = { type = random chance = 50
			effect = { type = loyalty for = spouse value = -0.3 }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait for = ruler value = lustful }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait for = ruler value = sceptical }
		}
	}
	action_b = {
		effect = { type = death }
		effect = { type = random chance = 50
			effect = { type = loyalty for = spouse value = -0.3 }
		}
		effect = { type = random chance = 50
			effect = { type = loyalty for = spouse value = 0.3 }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait for = ruler value = zealous }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait for = ruler value = arbitrary }
		}
	}
	action_c = {
		effect = { type = death value = spouse }
		effect = { type = random chance = 50
			effect = { type = add_trait for = ruler value = arbitrary }
		}
		effect = { type = random chance = 33
			effect = { type = add_trait for = ruler value = just }
		}
	}
}

########################
# Reaction events for all events
########################

character_event = {
	id = 6210

	picture = "event_moneycollection"

	action_a = {
		effect = { type = gold scale = -0.5 }
	}
}

character_event = {
	id = 6211

	picture = "event_moneycollection"

	action_a = {
		effect = { type = gold scale = -0.25 }
	}
}

character_event = {
	id = 6212

	picture = "event_moneycollection"

	action_a = {
		effect = { type = gold scale = -0.1 }
	}
}

character_event = {
	id = 6213

	picture = "event_religion"

	action_a = {
		effect = { type = piety value = 50 }
	}
}

character_event = {
	id = 6234

	picture = "event_religion"

	action_a = {
		effect = { type = piety value = -25 }
	}
}

####################################
# Childhood illnesses and hidden talents series
########################################################
# Your child suffers a dibilitating accident

#delete this event if you want to do breeding programs

character_event = {
	id = 6220

	picture = "event_default"

	trigger = {
		condition = { type = not value = { type = age value = 5 } }
		condition = { type = not value = { type = trait value = inbred } }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = or
			condition = { type = or
				condition = { type = or
					condition = { type = martial value = 14 }
					condition = { type = diplomacy value = 14 }
					condition = { type = intrigue value = 14 }
					condition = { type = stewardship value = 14 }
					condition = { type = health value = 14 }
					condition = { type = fertility value = 14 }
				}
				condition = { type = and
					condition = { type = martial value = 9 }
					condition = { type = diplomacy value = 9 }
					condition = { type = intrigue value = 9 }
					condition = { type = stewardship value = 9 }
				}
			}
			condition  = { type = and
				condition = { type = or
					condition = { type = martial value = 12 }
					condition = { type = diplomacy value = 12 }
					condition = { type = intrigue value = 12 }
					condition = { type = stewardship value = 12 }
					condition = { type = health value = 12 }
					condition = { type = fertility value = 12 }
				}
				condition = { type = or
					condition = { type = and
						condition = { type = religion value = catholic }
						condition = { type = father condition = { type = religion value = catholic } }
						condition = { type = mother condition = { type = religion value = catholic } }
					}
					condition = { type = and
						condition = { type = religion value = orthodox }
						condition = { type = father condition = { type = religion value = orthodox } }
						condition = { type = mother condition = { type = religion value = orthodox } }
					}
				}
				condition = { type = or
					condition = { type = and
						condition = { type = culture value = german }
						condition = { type = father condition = { type = culture value = german } }
						condition = { type = mother condition = { type = culture value = german } }
					}
					condition = { type = and
						condition = { type = culture value = frankish }
						condition = { type = father condition = { type = culture value = frankish } }
						condition = { type = mother condition = { type = culture value = frankish } }
					}
					condition = { type = and
						condition = { type = culture value = italian }
						condition = { type = father condition = { type = culture value = italian } }
						condition = { type = mother condition = { type = culture value = italian } }
					}
					condition = { type = and
						condition = { type = culture value = latin }
						condition = { type = father condition = { type = culture value = latin } }
						condition = { type = mother condition = { type = culture value = latin } }
					}
					condition = { type = and
						condition = { type = culture value = southslavic }
						condition = { type = father condition = { type = culture value = southslavic } }
						condition = { type = mother condition = { type = culture value = southslavic } }
					}
					condition = { type = and
						condition = { type = culture value = russian }
						condition = { type = father condition = { type = culture value = russian } }
						condition = { type = mother condition = { type = culture value = russian } }
					}
					condition = { type = and
						condition = { type = culture value = greek }
						condition = { type = father condition = { type = culture value = greek } }
						condition = { type = mother condition = { type = culture value = greek } }
					}
					condition = { type = and
						condition = { type = culture value = norwegian }
						condition = { type = father condition = { type = culture value = norwegian } }
						condition = { type = mother condition = { type = culture value = norwegian } }
					}
					condition = { type = and
						condition = { type = culture value = swedish }
						condition = { type = father condition = { type = culture value = swedish } }
						condition = { type = mother condition = { type = culture value = swedish } }
					}
					condition = { type = and
						condition = { type = culture value = danish }
						condition = { type = father condition = { type = culture value = danish } }
						condition = { type = mother condition = { type = culture value = danish } }
					}
					condition = { type = and
						condition = { type = culture value = scottish }
						condition = { type = father condition = { type = culture value = scottish } }
						condition = { type = mother condition = { type = culture value = scottish } }
					}
					condition = { type = and
						condition = { type = culture value = irish }
						condition = { type = father condition = { type = culture value = irish } }
						condition = { type = mother condition = { type = culture value = irish } }
					}
					condition = { type = and
						condition = { type = culture value = saxon }
						condition = { type = father condition = { type = culture value = saxon } }
						condition = { type = mother condition = { type = culture value = saxon } }
					}
					condition = { type = and
						condition = { type = culture value = welsh }
						condition = { type = father condition = { type = culture value = welsh } }
						condition = { type = mother condition = { type = culture value = welsh } }
					}
					condition = { type = and
						condition = { type = culture value = english }
						condition = { type = father condition = { type = culture value = english } }
						condition = { type = mother condition = { type = culture value = english } }
					}
					condition = { type = and
						condition = { type = culture value = dutch }
						condition = { type = father condition = { type = culture value = dutch } }
						condition = { type = mother condition = { type = culture value = dutch } }
					}
					condition = { type = and
						condition = { type = culture value = norman }
						condition = { type = father condition = { type = culture value = norman } }
						condition = { type = mother condition = { type = culture value = norman } }
					}
					condition = { type = and
						condition = { type = culture value = basque }
						condition = { type = father condition = { type = culture value = basque } }
						condition = { type = mother condition = { type = culture value = basque } }
					}
					condition = { type = and
						condition = { type = culture value = castillan }
						condition = { type = father condition = { type = culture value = castillan } }
						condition = { type = mother condition = { type = culture value = castillan } }
					}
					condition = { type = and
						condition = { type = culture value = catalan }
						condition = { type = father condition = { type = culture value = catalan } }
						condition = { type = mother condition = { type = culture value = catalan } }
					}
					condition = { type = and
						condition = { type = culture value = hungarian }
						condition = { type = father condition = { type = culture value = hungarian } }
						condition = { type = mother condition = { type = culture value = hungarian } }
					}
					condition = { type = and
						condition = { type = culture value = georgian }
						condition = { type = father condition = { type = culture value = georgian } }
						condition = { type = mother condition = { type = culture value = georgian } }
					}
					condition = { type = and
						condition = { type = culture value = armenian }
						condition = { type = father condition = { type = culture value = armenian } }
						condition = { type = mother condition = { type = culture value = armenian } }
					}
					condition = { type = and
						condition = { type = culture value = polish }
						condition = { type = father condition = { type = culture value = polish } }
						condition = { type = mother condition = { type = culture value = polish } }
					}
					condition = { type = and
						condition = { type = culture value = bohemian }
						condition = { type = father condition = { type = culture value = bohemian } }
						condition = { type = mother condition = { type = culture value = bohemian } }
					}
					condition = { type = and
						condition = { type = culture value = portuguese }
						condition = { type = father condition = { type = culture value = portuguese } }
						condition = { type = mother condition = { type = culture value = portuguese } }
					}
					condition = { type = and
						condition = { type = culture value = finnish }
						condition = { type = father condition = { type = culture value = finnish } }
						condition = { type = mother condition = { type = culture value = finnish } }
					}
					condition = { type = and
						condition = { type = culture value = prussian }
						condition = { type = father condition = { type = culture value = prussian } }
						condition = { type = mother condition = { type = culture value = prussian } }
					}
					condition = { type = and
						condition = { type = culture value = lettigallish }
						condition = { type = father condition = { type = culture value = lettigallish } }
						condition = { type = mother condition = { type = culture value = lettigallish } }
					}
					condition = { type = and
						condition = { type = culture value = lithuanian }
						condition = { type = father condition = { type = culture value = lithuanian } }
						condition = { type = mother condition = { type = culture value = lithuanian } }
					}
					condition = { type = and
						condition = { type = culture value = lappish }
						condition = { type = father condition = { type = culture value = lappish } }
						condition = { type = mother condition = { type = culture value = lappish } }
					}
					condition = { type = and
						condition = { type = culture value = alan }
						condition = { type = father condition = { type = culture value = alan } }
						condition = { type = mother condition = { type = culture value = alan } }
					}
					condition = { type = and
						condition = { type = culture value = cuman }
						condition = { type = father condition = { type = culture value = cuman } }
						condition = { type = mother condition = { type = culture value = cuman } }
					}
					condition = { type = and
						condition = { type = culture value = pecheneg }
						condition = { type = father condition = { type = culture value = pecheneg } }
						condition = { type = mother condition = { type = culture value = pecheneg } }
					}
					condition = { type = and
						condition = { type = culture value = turkish }
						condition = { type = father condition = { type = culture value = turkish } }
						condition = { type = mother condition = { type = culture value = turkish } }
					}
					condition = { type = and
						condition = { type = culture value = muslim }
						condition = { type = father condition = { type = culture value = muslim } }
						condition = { type = mother condition = { type = culture value = muslim } }
					}
					condition = { type = and
						condition = { type = culture value = persian }
						condition = { type = father condition = { type = culture value = persian } }
						condition = { type = mother condition = { type = culture value = persian } }
					}
					condition = { type = and
						condition = { type = culture value = mongol }
						condition = { type = father condition = { type = culture value = mongol } }
						condition = { type = mother condition = { type = culture value = mongol } }
					}
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 30

		modifier = {
			condition = { type = culture value = german }
			condition = { type = father condition = { type = father condition = { type = culture value = german } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = german }
			condition = { type = father condition = { type = mother condition = { type = culture value = german } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = german }
			condition = { type = mother condition = { type = father condition = { type = culture value = german } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = german }
			condition = { type = mother condition = { type = mother condition = { type = culture value = german } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = frankish }
			condition = { type = father condition = { type = father condition = { type = culture value = frankish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = frankish }
			condition = { type = father condition = { type = mother condition = { type = culture value = frankish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = frankish }
			condition = { type = mother condition = { type = father condition = { type = culture value = frankish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = frankish }
			condition = { type = mother condition = { type = mother condition = { type = culture value = frankish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = italian }
			condition = { type = father condition = { type = father condition = { type = culture value = italian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = italian }
			condition = { type = father condition = { type = mother condition = { type = culture value = italian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = italian }
			condition = { type = mother condition = { type = father condition = { type = culture value = italian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = italian }
			condition = { type = mother condition = { type = mother condition = { type = culture value = italian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = latin }
			condition = { type = father condition = { type = father condition = { type = culture value = latin } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = latin }
			condition = { type = father condition = { type = mother condition = { type = culture value = latin } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = latin }
			condition = { type = mother condition = { type = father condition = { type = culture value = latin } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = latin }
			condition = { type = mother condition = { type = mother condition = { type = culture value = latin } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = southslavic }
			condition = { type = father condition = { type = father condition = { type = culture value = southslavic } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = southslavic }
			condition = { type = father condition = { type = mother condition = { type = culture value = southslavic } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = southslavic }
			condition = { type = mother condition = { type = father condition = { type = culture value = southslavic } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = southslavic }
			condition = { type = mother condition = { type = mother condition = { type = culture value = southslavic } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = russian }
			condition = { type = father condition = { type = father condition = { type = culture value = russian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = russian }
			condition = { type = father condition = { type = mother condition = { type = culture value = russian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = russian }
			condition = { type = mother condition = { type = father condition = { type = culture value = russian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = russian }
			condition = { type = mother condition = { type = mother condition = { type = culture value = russian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = greek }
			condition = { type = father condition = { type = father condition = { type = culture value = greek } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = greek }
			condition = { type = father condition = { type = mother condition = { type = culture value = greek } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = greek }
			condition = { type = mother condition = { type = father condition = { type = culture value = greek } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = greek }
			condition = { type = mother condition = { type = mother condition = { type = culture value = greek } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = norwegian }
			condition = { type = father condition = { type = father condition = { type = culture value = norwegian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = norwegian }
			condition = { type = father condition = { type = mother condition = { type = culture value = norwegian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = norwegian }
			condition = { type = mother condition = { type = father condition = { type = culture value = norwegian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = norwegian }
			condition = { type = mother condition = { type = mother condition = { type = culture value = norwegian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = swedish }
			condition = { type = father condition = { type = father condition = { type = culture value = swedish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = swedish }
			condition = { type = father condition = { type = mother condition = { type = culture value = swedish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = swedish }
			condition = { type = mother condition = { type = father condition = { type = culture value = swedish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = swedish }
			condition = { type = mother condition = { type = mother condition = { type = culture value = swedish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = danish }
			condition = { type = father condition = { type = father condition = { type = culture value = danish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = danish }
			condition = { type = father condition = { type = mother condition = { type = culture value = danish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = danish }
			condition = { type = mother condition = { type = father condition = { type = culture value = danish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = danish }
			condition = { type = mother condition = { type = mother condition = { type = culture value = danish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = scottish }
			condition = { type = father condition = { type = father condition = { type = culture value = scottish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = scottish }
			condition = { type = father condition = { type = mother condition = { type = culture value = scottish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = scottish }
			condition = { type = mother condition = { type = father condition = { type = culture value = scottish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = scottish }
			condition = { type = mother condition = { type = mother condition = { type = culture value = scottish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = irish }
			condition = { type = father condition = { type = father condition = { type = culture value = irish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = irish }
			condition = { type = father condition = { type = mother condition = { type = culture value = irish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = irish }
			condition = { type = mother condition = { type = father condition = { type = culture value = irish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = irish }
			condition = { type = mother condition = { type = mother condition = { type = culture value = irish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = saxon }
			condition = { type = father condition = { type = father condition = { type = culture value = saxon } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = saxon }
			condition = { type = father condition = { type = mother condition = { type = culture value = saxon } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = saxon }
			condition = { type = mother condition = { type = father condition = { type = culture value = saxon } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = saxon }
			condition = { type = mother condition = { type = mother condition = { type = culture value = saxon } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = welsh }
			condition = { type = father condition = { type = father condition = { type = culture value = welsh } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = welsh }
			condition = { type = father condition = { type = mother condition = { type = culture value = welsh } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = welsh }
			condition = { type = mother condition = { type = father condition = { type = culture value = welsh } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = welsh }
			condition = { type = mother condition = { type = mother condition = { type = culture value = welsh } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = english }
			condition = { type = father condition = { type = father condition = { type = culture value = english } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = english }
			condition = { type = father condition = { type = mother condition = { type = culture value = english } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = english }
			condition = { type = mother condition = { type = father condition = { type = culture value = english } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = english }
			condition = { type = mother condition = { type = mother condition = { type = culture value = english } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = dutch }
			condition = { type = father condition = { type = father condition = { type = culture value = dutch } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = dutch }
			condition = { type = father condition = { type = mother condition = { type = culture value = dutch } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = dutch }
			condition = { type = mother condition = { type = father condition = { type = culture value = dutch } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = dutch }
			condition = { type = mother condition = { type = mother condition = { type = culture value = dutch } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = norman }
			condition = { type = father condition = { type = father condition = { type = culture value = norman } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = norman }
			condition = { type = father condition = { type = mother condition = { type = culture value = norman } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = norman }
			condition = { type = mother condition = { type = father condition = { type = culture value = norman } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = norman }
			condition = { type = mother condition = { type = mother condition = { type = culture value = norman } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = basque }
			condition = { type = father condition = { type = father condition = { type = culture value = basque } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = basque }
			condition = { type = father condition = { type = mother condition = { type = culture value = basque } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = basque }
			condition = { type = mother condition = { type = father condition = { type = culture value = basque } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = basque }
			condition = { type = mother condition = { type = mother condition = { type = culture value = basque } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = castillan }
			condition = { type = father condition = { type = father condition = { type = culture value = castillan } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = castillan }
			condition = { type = father condition = { type = mother condition = { type = culture value = castillan } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = castillan }
			condition = { type = mother condition = { type = father condition = { type = culture value = castillan } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = castillan }
			condition = { type = mother condition = { type = mother condition = { type = culture value = castillan } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = catalan }
			condition = { type = father condition = { type = father condition = { type = culture value = catalan } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = catalan }
			condition = { type = father condition = { type = mother condition = { type = culture value = catalan } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = catalan }
			condition = { type = mother condition = { type = father condition = { type = culture value = catalan } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = catalan }
			condition = { type = mother condition = { type = mother condition = { type = culture value = catalan } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = hungarian }
			condition = { type = father condition = { type = father condition = { type = culture value = hungarian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = hungarian }
			condition = { type = father condition = { type = mother condition = { type = culture value = hungarian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = hungarian }
			condition = { type = mother condition = { type = father condition = { type = culture value = hungarian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = hungarian }
			condition = { type = mother condition = { type = mother condition = { type = culture value = hungarian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = georgian }
			condition = { type = father condition = { type = father condition = { type = culture value = georgian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = georgian }
			condition = { type = father condition = { type = mother condition = { type = culture value = georgian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = georgian }
			condition = { type = mother condition = { type = father condition = { type = culture value = georgian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = georgian }
			condition = { type = mother condition = { type = mother condition = { type = culture value = georgian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = armenian }
			condition = { type = father condition = { type = father condition = { type = culture value = armenian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = armenian }
			condition = { type = father condition = { type = mother condition = { type = culture value = armenian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = armenian }
			condition = { type = mother condition = { type = father condition = { type = culture value = armenian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = armenian }
			condition = { type = mother condition = { type = mother condition = { type = culture value = armenian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = polish }
			condition = { type = father condition = { type = father condition = { type = culture value = polish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = polish }
			condition = { type = father condition = { type = mother condition = { type = culture value = polish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = polish }
			condition = { type = mother condition = { type = father condition = { type = culture value = polish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = polish }
			condition = { type = mother condition = { type = mother condition = { type = culture value = polish } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = bohemian }
			condition = { type = father condition = { type = father condition = { type = culture value = bohemian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = bohemian }
			condition = { type = father condition = { type = mother condition = { type = culture value = bohemian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = bohemian }
			condition = { type = mother condition = { type = father condition = { type = culture value = bohemian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = bohemian }
			condition = { type = mother condition = { type = mother condition = { type = culture value = bohemian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = portuguese }
			condition = { type = father condition = { type = father condition = { type = culture value = portuguese } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = portuguese }
			condition = { type = father condition = { type = mother condition = { type = culture value = portuguese } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = portuguese }
			condition = { type = mother condition = { type = father condition = { type = culture value = portuguese } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = portuguese }
			condition = { type = mother condition = { type = mother condition = { type = culture value = portuguese } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = lithuanian }
			condition = { type = father condition = { type = father condition = { type = culture value = lithuanian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = lithuanian }
			condition = { type = father condition = { type = mother condition = { type = culture value = lithuanian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = lithuanian }
			condition = { type = mother condition = { type = father condition = { type = culture value = lithuanian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = culture value = lithuanian }
			condition = { type = mother condition = { type = mother condition = { type = culture value = lithuanian } } }
			factor = 0.75
		}
		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_child }
			factor = 0.85
		}
		modifier = {
			condition = { type = father condition = { type = ruler_child } }
			factor = 0.75
		}
		modifier = {
			condition = { type = father condition = { type = father condition = { type = ruler_child } } }
			factor = 0.5
		}
		modifier = {
			condition = { type = father_trait value = indulgent }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = temperate }
			factor = 1.2
		}
		modifier = {
			condition = { type = father_trait value = lustful }
			factor = 0.75
		}
		modifier = {
			condition = { type = father_trait value = chaste }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = reckless }
			factor = 0.85
		}
		modifier = {
			condition = { type = father_trait value = wise }
			factor = 1.15
		}
		modifier = {
			condition = { type = father_trait value = bastard }
			factor = 3.0
		}
		modifier = {
			condition = { type = mother condition = { type = trait value = indulgent } }
			factor = 0.8
		}
		modifier = {
			condition = { type = mother condition = { type = trait value = temperate } }
			factor = 1.2
		}
		modifier = {
			condition = { type = mother condition = { type = trait value = lustful } }
			factor = 0.75
		}
		modifier = {
			condition = { type = mother condition = { type = trait value = chaste } }
			factor = 1.25
		}
		modifier = {
			condition = { type = mother condition = { type = trait value = reckless } }
			factor = 0.85
		}
		modifier = {
			condition = { type = mother condition = { type = trait value = wise } }
			factor = 1.15
		}
		modifier = {
			condition = { type = father
				condition = { type = and
					condition = { type = martial value = 10 }
					condition = { type = diplomacy value = 10 }
					condition = { type = intrigue value = 10 }
					condition = { type = stewardship value = 10 }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = father condition = { type = martial value = 17 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = father condition = { type = diplomacy value = 17 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = father condition = { type = intrigue value = 17 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = father condition = { type = stewardship value = 17 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = father
				condition = { type = and
					condition = { type = not value = { type = martial value = 6 } }
					condition = { type = not value = { type = diplomacy value = 6 } }
					condition = { type = not value = { type = intrigue value = 6 } }
					condition = { type = not value = { type = stewardship value = 6 } }
				}
			}
			factor = 2.0
		}
		modifier = {
			condition = { type = father condition = { type = not value = { type = martial value = 7 } } }
			factor = 1.2
		}
		modifier = {
			condition = { type = father condition = { type = not value = { type = diplomacy value = 7 } } }
			factor = 1.2
		}
		modifier = {
			condition = { type = father condition = { type = not value = { type = intrigue value = 7 } } }
			factor = 1.2
		}
		modifier = {
			condition = { type = father condition = { type = not value = { type = stewardship value = 7 } } }
			factor = 1.2
		}
		modifier = {
			condition = { type = mother
				condition = { type = and
					condition = { type = martial value = 10 }
					condition = { type = diplomacy value = 10 }
					condition = { type = intrigue value = 10 }
					condition = { type = stewardship value = 10 }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = mother condition = { type = martial value = 17 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = mother condition = { type = diplomacy value = 17 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = mother condition = { type = intrigue value = 17 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = mother condition = { type = stewardship value = 17 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = mother
				condition = { type = and
					condition = { type = not value = { type = martial value = 6 } }
					condition = { type = not value = { type = diplomacy value = 6 } }
						condition = { type = not value = { type = intrigue value = 6 } }
					condition = { type = not value = { type = stewardship value = 6 } }
				}
			}
			factor = 2.0
		}
		modifier = {
			condition = { type = mother condition = { type = not value = { type = martial value = 7 } } }
			factor = 1.2
		}
		modifier = {
			condition = { type = mother condition = { type = not value = { type = diplomacy value = 7 } } }
			factor = 1.2
		}
		modifier = {
			condition = { type = mother condition = { type = not value = { type = intrigue value = 7 } } }
			factor = 1.2
		}
		modifier = {
			condition = { type = mother condition = { type = not value = { type = stewardship value = 7 } } }
			factor = 1.2
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = county } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = duchy } }
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = kingdom } }
			factor = 0.8
		}
		modifier = {
			condition = { type = father condition = { type = any_child condition = { type = trait value = inbred } } }
			factor = 0.1
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = county } }
			condition = { type = court value = 10 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = county } }
			condition = { type = court value = 15 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = duchy } }
			condition = { type = court value = 14 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = duchy } }
			condition = { type = court value = 21 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = kingdom } }
			condition = { type = court value = 18 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = kingdom } }
			condition = { type = court value = 27 }
			factor = 0.8
		}
	}

	action_a = {
		effect = { type = add_trait value = illness }		#lingering effects
		effect = { type = random chance = 33			#perminent health problems
			effect = { type = health value = -3 }
		}
		effect = { type = random chance = 33			#badly disfigured
			effect = { type = diplomacy value = -3 }
		}
		effect = { type = random chance = 33			#physically mauled
			effect = { type = martial value = -3 }
		}
		effect = { type = random chance = 33			#unable to get around quietly or manipulate people
			effect = { type = intrigue value = -3 }
		}
		effect = { type = random chance = 33			#brain damage
			effect = { type = stewardship value = -3 }
		}
		effect = { type = random chance = 10			#perminent health problems
			effect = { type = health value = -2 }
		}
		effect = { type = random chance = 10			#badly disfigured
			effect = { type = diplomacy value = -2 }
		}
		effect = { type = random chance = 10			#physically mauled
			effect = { type = martial value = -2 }
		}
		effect = { type = random chance = 10			#unable to get around quietly or manipulate people
			effect = { type = intrigue value = -2 }
		}
		effect = { type = random chance = 10			#brain damage
			effect = { type = stewardship value = -2 }
		}
		effect = { type = random chance = 15			#trauma reaction
			effect = { type = add_trait value = depression }
		}
		effect = { type = random chance = 15			#horrible brain damage!
			effect = { type = add_trait value = maniac }
		}
		effect = { type = random chance = 10			#*that* kind of damage!
			effect = { type = fertility value = -10 }
		}
		effect = { type = random chance = 5			#killed outright
			effect = { type = death }
		}
	}
}

#####################
# Hidden talents, martial

character_event = {
	id = 6221

	picture = "event_default"

	trigger = {
		condition = { type = age value = 2 }
		condition = { type = not value = { type = age value = 5 } }
		condition = { type = not value = { type = trait value = inbred } }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = martial value = 3 } }
		condition = { type = not value = { type = diplomacy value = 8 } }
		condition = { type = not value = { type = intrigue value = 8 } }
		condition = { type = not value = { type = stewardship value = 8 } }
	}

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ai }
			factor = 0.5
		}
		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 5.0
		}
		modifier = {
			condition = { type = mother condition = { type = trait value = inbred } }
			factor = 5.0
		}
		modifier = {
			condition = { type = father
				condition = { type = and
					condition = { type = not value = { type = martial value = 7 } }
					condition = { type = not value = { type = diplomacy value = 7 } }
					condition = { type = not value = { type = intrigue value = 7 } }
					condition = { type = not value = { type = stewardship value = 7 } }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = mother
				condition = { type = and
					condition = { type = not value = { type = martial value = 7 } }
					condition = { type = not value = { type = diplomacy value = 7 } }
					condition = { type = not value = { type = intrigue value = 7 } }
					condition = { type = not value = { type = stewardship value = 7 } }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = county } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = duchy } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = kingdom } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = county } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = duchy } }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = kingdom } }
			factor = 1.5
		}
		modifier = {
			condition = { type = father condition = { type = any_child condition = { type = trait value = inbred } } }
			factor = 10.0
		}
	}

	immidiate = {
		effect = { type = add_trait value = energetic }
		effect = { type = martial value = 1 }
		effect = { type = random chance = 75
			effect = { type = martial value = 1 }
		}
		effect = { type = random chance = 50
			effect = { type = martial value = 1 }
		}
		effect = { type = random chance = 25
			effect = { type = martial value = 1 }
		}
		effect = { type = random chance = 5
			effect = { type = martial value = 1 }
		}
		effect = { type = random chance = 50
			effect = { type = health value = 2 }
		}
		effect = { type = random chance = 50
			effect = { type = fertility value = 2 }
		}
	}
}

#######################
# Hidden talents, stewardship

character_event = {
	id = 6222

	picture = "event_default"

	trigger = {
		condition = { type = age value = 2 }
		condition = { type = not value = { type = age value = 5 } }
		condition = { type = not value = { type = trait value = inbred } }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = martial value = 8 } }
		condition = { type = not value = { type = diplomacy value = 8 } }
		condition = { type = not value = { type = intrigue value = 8 } }
		condition = { type = not value = { type = stewardship value = 3 } }
	}

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ai }
			factor = 0.5
		}
		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 5.0
		}
		modifier = {
			condition = { type = mother condition = { type = trait value = inbred } }
			factor = 5.0
		}
		modifier = {
			condition = { type = father
				condition = { type = and
					condition = { type = not value = { type = martial value = 7 } }
					condition = { type = not value = { type = diplomacy value = 7 } }
					condition = { type = not value = { type = intrigue value = 7 } }
					condition = { type = not value = { type = stewardship value = 7 } }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = mother
				condition = { type = and
					condition = { type = not value = { type = martial value = 7 } }
					condition = { type = not value = { type = diplomacy value = 7 } }
					condition = { type = not value = { type = intrigue value = 7 } }
					condition = { type = not value = { type = stewardship value = 7 } }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = county } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = duchy } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = kingdom } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = county } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = duchy } }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = kingdom } }
			factor = 1.5
		}
		modifier = {
			condition = { type = father condition = { type = any_child condition = { type = trait value = inbred } } }
			factor = 10.0
		}
	}

	immidiate = {
		effect = { type = add_trait value = energetic }
		effect = { type = stewardship value = 1 }
		effect = { type = random chance = 75
			effect = { type = stewardship value = 1 }
		}
		effect = { type = random chance = 50
			effect = { type = stewardship value = 1 }
		}
		effect = { type = random chance = 25
			effect = { type = stewardship value = 1 }
		}
		effect = { type = random chance = 5
			effect = { type = stewardship value = 1 }
		}
		effect = { type = random chance = 50
			effect = { type = health value = 2 }
		}
		effect = { type = random chance = 50
			effect = { type = fertility value = 2 }
		}
	}
}

######################
# Hidden talents, diplomacy

character_event = {
	id = 6223

	picture = "event_default"

	trigger = {
		condition = { type = age value = 2 }
		condition = { type = not value = { type = age value = 5 } }
		condition = { type = not value = { type = trait value = inbred } }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = martial value = 8 } }
		condition = { type = not value = { type = diplomacy value = 3 } }
		condition = { type = not value = { type = intrigue value = 8 } }
		condition = { type = not value = { type = stewardship value = 8 } }
	}

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ai }
			factor = 0.5
		}
		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 5.0
		}
		modifier = {
			condition = { type = mother condition = { type = trait value = inbred } }
			factor = 5.0
		}
		modifier = {
			condition = { type = father
				condition = { type = and
					condition = { type = not value = { type = martial value = 7 } }
					condition = { type = not value = { type = diplomacy value = 7 } }
					condition = { type = not value = { type = intrigue value = 7 } }
					condition = { type = not value = { type = stewardship value = 7 } }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = mother
				condition = { type = and
					condition = { type = not value = { type = martial value = 7 } }
					condition = { type = not value = { type = diplomacy value = 7 } }
					condition = { type = not value = { type = intrigue value = 7 } }
					condition = { type = not value = { type = stewardship value = 7 } }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = county } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = duchy } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = kingdom } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = county } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = duchy } }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = kingdom } }
			factor = 1.5
		}
		modifier = {
			condition = { type = father condition = { type = any_child condition = { type = trait value = inbred } } }
			factor = 10.0
		}
	}

	immidiate = {
		effect = { type = add_trait value = energetic }
		effect = { type = diplomacy value = 1 }
		effect = { type = random chance = 75
			effect = { type = diplomacy value = 1 }
		}
		effect = { type = random chance = 50
			effect = { type = diplomacy value = 1 }
		}
		effect = { type = random chance = 25
			effect = { type = diplomacy value = 1 }
		}
		effect = { type = random chance = 5
			effect = { type = diplomacy value = 1 }
		}
		effect = { type = random chance = 50
			effect = { type = health value = 2 }
		}
		effect = { type = random chance = 50
			effect = { type = fertility value = 2 }
		}
	}
}

####################
# Hidden talents, intrigue

character_event = {
	id = 6224

	picture = "event_default"

	trigger = {
		condition = { type = age value = 2 }
		condition = { type = not value = { type = age value = 5 } }
		condition = { type = not value = { type = trait value = inbred } }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = martial value = 8 } }
		condition = { type = not value = { type = diplomacy value = 8 } }
		condition = { type = not value = { type = intrigue value = 3 } }
		condition = { type = not value = { type = stewardship value = 8 } }
	}

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ai }
			factor = 0.5
		}
		modifier = {
			condition = { type = father_trait value = inbred }
			factor = 5.0
		}
		modifier = {
			condition = { type = mother condition = { type = trait value = inbred } }
			factor = 5.0
		}
		modifier = {
			condition = { type = father
				condition = { type = and
					condition = { type = not value = { type = martial value = 7 } }
					condition = { type = not value = { type = diplomacy value = 7 } }
					condition = { type = not value = { type = intrigue value = 7 } }
					condition = { type = not value = { type = stewardship value = 7 } }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = mother
				condition = { type = and
					condition = { type = not value = { type = martial value = 7 } }
					condition = { type = not value = { type = diplomacy value = 7 } }
					condition = { type = not value = { type = intrigue value = 7 } }
					condition = { type = not value = { type = stewardship value = 7 } }
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = county } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = duchy } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			condition = { type = father condition = { type = kingdom } }
			factor = 0.7
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = county } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = duchy } }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = ai } }
			condition = { type = father condition = { type = kingdom } }
			factor = 1.5
		}
		modifier = {
			condition = { type = father condition = { type = any_child condition = { type = trait value = inbred } } }
			factor = 10.0
		}
	}

	immidiate = {
		effect = { type = add_trait value = energetic }
		effect = { type = intrigue value = 1 }
		effect = { type = random chance = 75
			effect = { type = intrigue value = 1 }
		}
		effect = { type = random chance = 50
			effect = { type = intrigue value = 1 }
		}
		effect = { type = random chance = 25
			effect = { type = intrigue value = 1 }
		}
		effect = { type = random chance = 5
			effect = { type = intrigue value = 1 }
		}
		effect = { type = random chance = 50
			effect = { type = health value = 2 }
		}
		effect = { type = random chance = 50
			effect = { type = fertility value = 2 }
		}
	}
}

#####################
# Health-reducing accident

character_event = {
	id = 6225

	picture = "event_default"

	trigger = {
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = health value = 7 }
	}

	mean_time_to_happen = {
		months = 2400

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ai }
			factor = 1.5
		}
		modifier = {
			condition = { type = health value = 9 }
			factor = 0.9
		}
		modifier = {
			condition = { type = health value = 10 }
			factor = 0.85
		}
	}

	immidiate = {
		effect = { type = add_trait value = illness }
		effect = { type = health value = -1 }
		effect = { type = random chance = 50
			effect = { type = health value = -1 }
		}
		effect = { type = random chance = 25
			effect = { type = health value = -1 }
		}
		effect = { type = random chance = 50
			effect = { type = fertility value = -1 }
		}
	}
}

#####################
# Fresh air boosts health

character_event = {
	id = 6226

	picture = "event_default"

	trigger = {
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = health value = 5 } }
	}

	mean_time_to_happen = {
		months = 2000

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 1.1
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ai }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = health value = 4 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = health value = 2 } }
			factor = 0.85
		}
	}

	immidiate = {
		effect = { type = health value = 1 }
		effect = { type = random chance = 50
			effect = { type = health value = 1 }
		}
		effect = { type = random chance = 25
			effect = { type = health value = 1 }
		}
		effect = { type = random chance = 50
			effect = { type = fertility value = 1 }
		}
	}
}

#####################
# Fertility-reducing illness

character_event = {
	id = 6227

	picture = "event_default"

	trigger = {
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = fertility value = 7 }
	}

	mean_time_to_happen = {
		months = 2400

		modifier = {
			condition = { type = difficulty value = 1 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 2 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 3 }
			factor = 0.9
		}
		modifier = {
			condition = { type = difficulty value = 4 }
			factor = 0.9
		}
		modifier = {
			condition = { type = ai }
			factor = 1.5
		}
		modifier = {
			condition = { type = fertility value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = fertility value = 10 }
			factor = 0.85
		}
		modifier = {
			condition = { type = health value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = health value = 10 }
			factor = 0.9
		}
	}

	immidiate = {
		effect = { type = add_trait value = illness }
		effect = { type = fertility value = -1 }
		effect = { type = random chance = 50
			effect = { type = fertility value = -1 }
		}
		effect = { type = random chance = 25
			effect = { type = fertility value = -1 }
		}
		effect = { type = random chance = 50
			effect = { type = health value = -1 }		}
	}
}

##################
# More flavour events
##################
# Local bishop wants to play chess with you, but he always wins (original idea by Jinnai)

character_event = {
	id = 6232

	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = ruler }
		condition = { type = age value = 20 }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = heretic } }
		condition = { type = not value = { type = trait value = kinslayer } }
		condition = { type = not value = { type = trait value = excommunicated } }
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = not value = { type = has_vassal } }
			factor = 0.2
		}
		modifier = {
			condition = { type = chaplain_csc
				condition = { type = chaplain }
			}
			factor = 0.75
		}
	}

	action_a = {
		effect = { type = piety value = 10 }
		effect = { type = prestige value = -10 }
		effect = { type = random chance = 50
			effect = { type = add_trait value = modest }
		}
		effect = { type = random chance = 15
			effect = { type = add_trait value = wise }
		}
	}
	action_b = {
		effect = { type = random chance = 50
			effect = { type = add_trait value = reckless }
		}
		effect = { type = random chance = 33
			effect = { type = add_trait value = proud }
			effect = { type = prestige value = 15 }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = deceitful }
			effect = { type = prestige value = -20 }
			effect = { type = piety value = -20 }
		}
	}
	action_c = {
		effect = { type = prestige value = -5 }
		effect = { type = piety value = -5 }
	}
}

###################################################
# Advisor is accused of using black magics, original idea by Jinnai

character_event = {
	id = 6233

	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = or
			condition = { type = marshal }
			condition = { type = chancellor }
			condition = { type = spymaster }
			condition = { type = steward }
		}
		condition = { type = or
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = county }
					condition = { type = court value = 10 }
				}
			}
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = duchy }
					condition = { type = court value = 14 }
				}
			}
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = kingdom }
					condition = { type = court value = 18 }
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 1200

		modifier = {
			condition = { type = trait value = zealous }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 0.66
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 6 } }
			factor = 0.66
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 1.5
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = county }
					condition = { type = court value = 15 }
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = county }
					condition = { type = court value = 20 }
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = county }
					condition = { type = court value = 30 }
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = county }
					condition = { type = court value = 50 }
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = duchy }
					condition = { type = court value = 21 }
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = duchy }
					condition = { type = court value = 28 }
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = duchy }
					condition = { type = court value = 42 }
				}
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = kingdom }
					condition = { type = court value = 20 }
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = kingdom }
					condition = { type = court value = 30 }
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = and
					condition = { type = kingdom }
					condition = { type = court value = 50 }
				}
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = zealous } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = sceptical } }
			factor = 1.25
		}
	}

	action_a = {
		effect = { type = death }
		effect = { type = trigger for = ruler value = 6213 }
		effect = { type = random chance = 50
			effect = { type = add_trait for = ruler value = zealous }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait for = ruler value = arbitrary }
		}
	}
	action_b = {
		effect = { type = random chance = 50
			effect = { type = death }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait for = ruler value = just }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait for = ruler value = sceptical }
		}
	}
	action_c = {
		effect = { type = add_trait for = ruler value = sceptical }
		effect = { type = trigger for = ruler value = 6234 }
		effect = { type = random chance = 75
			effect = { type = add_trait value = sceptical }
		}
		effect = { type = random chance = 50
			effect = { type = add_trait value = excommunicated }
		}
		effect  = { type = random chance = 10
			effect = { type = add_trait for = ruler value = excommunicated }
		}
	}
}

#########
# Mentors

# Knight

character_event = {
	id = 6202

	picture = "event_appearance"

	trigger = {
		condition = { type = age value = 9 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = or
			condition = { type = ruler_child }
			condition = { type = ruler }
		}
		condition = { type = not value = { type = martial value = 7 } }
		condition = { type = not value = { type = diplomacy value = 10 } }
		condition = { type = not value = { type = intrigue value = 10 } }
		condition = { type = not value = { type = stewardship value = 10 } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = primary_heir }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = martial_education }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = suspicious } }
			factor = 1.5
		}
		modifier = {
			condition = { type = gender value = female }
			factor = 2.0
		}
	}

	action_a = {
		ai_chance = 90
		effect = { type = trigger for = ruler value = 6215 }
		effect = { type = create_courtier value = marshal }
		effect = { type = martial value = 1 }
	}
	action_b = {
		ai_chance = 5
		effect = { type = trigger for = ruler value = 6216 }
		effect = { type = random chance = 50
			effect = { type = martial value = 1 }
		}
	}
	action_c = {
		ai_chance = 5
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 6203

	picture = "event_appearance"

	trigger = {
		condition = { type = age value = 9 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = or
			condition = { type = ruler_child }
			condition = { type = ruler }
		}
		condition = { type = not value = { type = martial value = 10 } }
		condition = { type = or
			condition = { type = martial value = 7 }
			condition = { type = diplomacy value = 10 }
			condition = { type = intrigue value = 10 }
			condition = { type = stewardship value = 10 }
		}
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = primary_heir }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = martial_education }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = suspicious } }
			factor = 1.5
		}
	}

	action_a = {
		ai_chance = 90
		effect = { type = trigger for = ruler value = 6215 }
		effect = { type = create_courtier value = marshal }
		effect = { type = random chance = 50
			effect = { type = martial value = 1 }
		}
	}
	action_b = {
		ai_chance = 5
		effect = { type = trigger for = ruler value = 6216 }
		effect = { type = random chance = 25
			effect = { type = martial value = 1 }
		}
	}
	action_c = {
		ai_chance = 5
		effect = { type = prestige value = 5 }
	}
}

# Negotiator

character_event = {
	id = 6205

	picture = "event_appearance"

	trigger = {
		condition = { type = age value = 9 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = or
			condition = { type = ruler_child }
			condition = { type = ruler }
		}
		condition = { type = not value = { type = martial value = 10 } }
		condition = { type = not value = { type = diplomacy value = 7 } }
		condition = { type = not value = { type = intrigue value = 10 } }
		condition = { type = not value = { type = stewardship value = 10 } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = primary_heir }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = ecclesiastical_education }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = suspicious } }
			factor = 1.5
		}
	}

	action_a = {
		ai_chance = 90
		effect = { type = trigger for = ruler value = 6215 }
		effect = { type = create_courtier value = chancellor }
		effect = { type = diplomacy value = 1 }
	}
	action_b = {
		ai_chance = 5
		effect = { type = trigger for = ruler value = 6216 }
		effect = { type = random chance = 50
			effect = { type = diplomacy value = 1 }
		}
	}
	action_c = {
		ai_chance = 5
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 6206

	picture = "event_appearance"

	trigger = {
		condition = { type = age value = 9 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = or
			condition = { type = ruler_child }
			condition = { type = ruler }
		}
		condition = { type = not value = { type = diplomacy value = 10 } }
		condition = { type = or
			condition = { type = martial value = 10 }
			condition = { type = diplomacy value = 7 }
			condition = { type = intrigue value = 10 }
			condition = { type = stewardship value = 10 }
		}
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = primary_heir }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = ecclesiastical_education }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = suspicious } }
			factor = 1.5
		}
	}

	action_a = {
		ai_chance = 90
		effect = { type = trigger for = ruler value = 6215 }
		effect = { type = create_courtier value = chancellor }
		effect = { type = random chance = 50
			effect = { type = diplomacy value = 1 }
		}
	}
	action_b = {
		ai_chance = 5
		effect = { type = trigger for = ruler value = 6216 }
		effect = { type = random chance = 25
			effect = { type = diplomacy value = 1 }
		}
	}
	action_c = {
		ai_chance = 5
		effect = { type = prestige value = 5 }
	}
}

# Plotter

character_event = {
	id = 6207

	picture = "event_appearance"

	trigger = {
		condition = { type = age value = 9 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = or
			condition = { type = ruler_child }
			condition = { type = ruler }
		}
		condition = { type = not value = { type = martial value = 10 } }
		condition = { type = not value = { type = diplomacy value = 10 } }
		condition = { type = not value = { type = intrigue value = 7 } }
		condition = { type = not value = { type = stewardship value = 10 } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = primary_heir }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = ecclesiastical_education }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = suspicious } }
			factor = 1.5
		}
	}

	action_a = {
		ai_chance = 90
		effect = { type = trigger for = ruler value = 6215 }
		effect = { type = create_courtier value = spymaster }
		effect = { type = intrigue value = 1 }
	}
	action_b = {
		ai_chance = 5
		effect = { type = trigger for = ruler value = 6216 }
		effect = { type = random chance = 50
			effect = { type = intrigue value = 1 }
		}
	}
	action_c = {
		ai_chance = 5
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 6208

	picture = "event_appearance"

	trigger = {
		condition = { type = age value = 9 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = or
			condition = { type = ruler_child }
			condition = { type = ruler }
		}
		condition = { type = not value = { type = intrigue value = 10 } }
		condition = { type = or
			condition = { type = martial value = 10 }
			condition = { type = diplomacy value = 10 }
			condition = { type = intrigue value = 7 }
			condition = { type = stewardship value = 10 }
		}
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = primary_heir }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = ecclesiastical_education }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = suspicious } }
			factor = 1.5
		}
	}

	action_a = {
		ai_chance = 90
		effect = { type = trigger for = ruler value = 6215 }
		effect = { type = create_courtier value = spymaster }
		effect = { type = random chance = 50
			effect = { type = intrigue value = 1 }
		}
	}
	action_b = {
		ai_chance = 5
		effect = { type = trigger for = ruler value = 6216 }
		effect = { type = random chance = 25
			effect = { type = intrigue value = 1 }
		}
	}
	action_c = {
		ai_chance = 5
		effect = { type = prestige value = 5 }
	}
}

# Merchant

character_event = {
	id = 6209

	picture = "event_appearance"

	trigger = {
		condition = { type = age value = 9 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = or
			condition = { type = ruler_child }
			condition = { type = ruler }
		}
		condition = { type = not value = { type = martial value = 10 } }
		condition = { type = not value = { type = diplomacy value = 10 } }
		condition = { type = not value = { type = intrigue value = 10 } }
		condition = { type = not value = { type = stewardship value = 7 } }
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = primary_heir }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = court_education }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = suspicious } }
			factor = 1.5
		}
	}

	action_a = {
		ai_chance = 90
		effect = { type = trigger for = ruler value = 6215 }
		effect = { type = create_courtier value = steward }
		effect = { type = stewardship value = 1 }
	}
	action_b = {
		ai_chance = 5
		effect = { type = trigger for = ruler value = 6216 }
		effect = { type = random chance = 50
			effect = { type = stewardship value = 1 }
		}
	}
	action_c = {
		ai_chance = 5
		effect = { type = prestige value = 5 }
	}
}

character_event = {
	id = 6214

	picture = "event_appearance"

	trigger = {
		condition = { type = age value = 9 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = or
			condition = { type = ruler_child }
			condition = { type = ruler }
		}
		condition = { type = not value = { type = stewardship value = 10 } }
		condition = { type = or
			condition = { type = martial value = 10 }
			condition = { type = diplomacy value = 10 }
			condition = { type = intrigue value = 10 }
			condition = { type = stewardship value = 7 }
		}
		condition = { type = not value = { type = trait value = pneumonia } }
		condition = { type = not value = { type = trait value = plagueinfested } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {
		months = 900

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = primary_heir }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = court_education }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_csc condition = { type = trait value = suspicious } }
			factor = 1.5
		}
	}

	action_a = {
		ai_chance = 90
		effect = { type = trigger for = ruler value = 6215 }
		effect = { type = create_courtier value = steward }
		effect = { type = random chance = 50
			effect = { type = stewardship value = 1 }
		}
	}
	action_b = {
		ai_chance = 5
		effect = { type = trigger for = ruler value = 6216 }
		effect = { type = random chance = 25
			effect = { type = stewardship value = 1 }
		}
	}
	action_c = {
		ai_chance = 5
		effect = { type = prestige value = 5 }
	}
}

# Money down the drain

character_event = {
	id = 6215

	picture = "event_moneycollection"

	immidiate = {
		effect = { type = gold scale = -1 }
	}
}

character_event = {
	id = 6216

	picture = "event_moneycollection"

	immidiate = {
		effect = { type = gold scale = -0.33 }
	}
}


#delete this event if you want to engage in breeding programs
character_event = {
	id = 6231
	picture = "event_heretic"
	trigger = {
		condition = { type = not value = { type = age value = 1 } }
		condition = { type = martial value = 12 }
		condition = { type = stewardship value = 12 }
		condition = { type = diplomacy value = 12 }
		condition = { type = intrigue value = 12 }
		condition = { type = health value = 12 }
		condition = { type = fertility value = 12 }
		condition = { type = or
			condition = { type = martial value = 16 }
			condition = { type = stewardship value = 16 }
			condition = { type = diplomacy value = 16 }
			condition = { type = intrigue value = 16 }
			condition = { type = health value = 16 }
			condition = { type = fertility value = 16 }
		}
		condition = { type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
	}
	mean_time_to_happen = {
		days = 360	#50:50 chance to survive the year
	}
	action_a = {
		effect = { type = death }
	}
}
# Free IDs from deleted events 6217, 6218, 6219, 6228, 6229, 6230
# Next free id 6235