####################################
####################################
##   BASTARDS AND RELATED EVENTS  ##
##  Scripted by Chris Stone Apr05 ##
####################################
####################################
# BETA USE ONLY ID RANGE RESERVED
# Check with Chris before using
# ID RANGE 8500-8599 for creation and somewhat earlier life
# ID RANGE 8600-8699 for things bastards do

###################################
#                                 #
# BASTARDS CREATED AND GROWING UP #
#                                 #
###################################
#ID RANGE 8500-5699

####################
#                  #
# Bastard Creation #
#                  #
####################
# IDs 8500-8519

#####################
# Unwed young ruler #
#####################
character_event = { #A nearly irresistable young wench desires the pleasure of your company.
	id = 8500

	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 25 } }
		condition = { type = not value = { type = is_married } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = fertility value = 4 }
	}

	mean_time_to_happen = {

		months = 240

		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = clubfooted }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = harelip }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = hunchback }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = lazy	}
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = lisp }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = fertility value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = fertility value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = health value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			factor = 2
		}
	}

	action_a = { #Surely one night's passion won't tarnish my soul?
		effect = { type = piety value = -2 }
		effect = { type = random chance = 50
			effect = { type = create_courtier value = bastard }
		}
	}
	action_b = { #Would you like some wine, my dear?
		effect = { type = gold value = -1 }
		effect = { type = random chance = 75
			effect = { type = create_courtier value = bastard }
		}
		effect = { type = random chance = 5
			effect = { type = add_trait value = lustful }
		}
	}
	action_c = { #No! It's a sin!
		effect = { type = piety value = 5 }
		effect = { type = random chance = 33
			effect = { type = add_trait value = chaste }
		}
	}
}
###########################
# Unwed middle-aged ruler #
###########################

character_event = { #A nearly irresistable young wench desires the pleasure of your company.
	id = 8501

	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = gender value = male }
		condition = { type = age value = 25 }
		condition = { type = not value = { type = age value = 45 } }
		condition = { type = not value = { type = is_married } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = fertility value = 4 }
	}

	mean_time_to_happen = {

		months = 600

		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = clubfooted }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = harelip }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = hunchback }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = lazy	}
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = lisp }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = fertility value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = fertility value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = health value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			factor = 2
		}
	}

	action_a = { #Have some wine, my dear
		effect = { type = gold value = -1 }
		effect = { type = random chance = 75
			effect = { type = create_courtier value = bastard }
		}
	}
	action_b = { #No! It's a sin!
		effect = { type = piety value = 5 }
		effect = { type = random chance = 50
			effect = { type = add_trait value = chaste }
		}
	}
}

#####################
# Unwed older ruler #
#####################

character_event = { #A nearly irresistable young wench desires the pleasure of your company.
	id = 8502

	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = gender value = male }
		condition = { type = age value = 45 }
		condition = { type = not value = { type = age value = 75 } }
		condition = { type = not value = { type = is_married } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = fertility value = 4 }
	}

	mean_time_to_happen = {

		months = 720

		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = clubfooted }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = harelip }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = hunchback }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = lazy	}
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = lisp }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = fertility value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = fertility value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = health value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			factor = 2
		}
	}

	action_a = { #Too good to be true!
		effect = { type = gold value = -1 }
		effect = { type = random chance = 90
			effect = { type = create_courtier value = bastard }
		}
	}
	action_b = { #No! It's a sin!
		effect = { type = piety value = 5 }
		effect = { type = add_trait value = chaste }
	}
}

#######################
# Young married ruler #
#######################

character_event = { #A nearly irresistable young wench desires the pleasure of your company.
	id = 8503

	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 30 } }
		condition = { type = is_married }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = fertility value = 4 }
	}

	mean_time_to_happen = {

		months = 600

		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = clubfooted }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = harelip }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 10
		}
		modifier = {
			condition = { type = trait value = hunchback }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = lazy	}
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = lisp }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = fertility value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = fertility value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = health value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			factor = 2
		}
		modifier = {
			condition = { type = spouse
				condition = { type = pregnant }
			}
			factor = 0.5 #sooooooooo hard to resist
		}
	}

	action_a = { #I hope my wife doesn't find out!
		effect = { type = piety value = -5 }
		effect = { type = random chance = 75
			effect = { type = create_courtier value = bastard }
		}
	}
	action_b = { #No! I will remain faithful!
		effect = { type = piety value = 5 }
		effect = { type = add_trait value = honest }
		effect = { type = random chance = 75
			effect = { type = add_trait value = chaste }
		}
	}
}

#######################
# Older married ruler #
#######################

character_event = { #A nearly irresistable young wench desires the pleasure of your company.
	id = 8504

	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = gender value = male }
		condition = { type = age value = 30 }
		condition = { type = not value = { type = age value = 75 } }
		condition = { type = is_married } 
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = fertility value = 4 }
	}

	mean_time_to_happen = {

		months = 1200

		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = clubfooted }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = harelip }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = hunchback }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 10
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = lazy	}
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = lisp }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = fertility value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = fertility value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = health value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			factor = 2
		}
		modifier = {
			condition = { type = spouse
				condition = { type = pregnant }
			}
			factor = 0.25 #sooooooooo hard to resist
		}
	}

	action_a = { #Too good to be true!
		effect = { type = piety value = -5 }
		effect = { type = random chance = 90
			effect = { type = create_courtier value = bastard }
		}
	}
	action_b = { #No! It's a sin!
		effect = { type = piety value = 5 }
		effect = { type = add_trait value = chaste }
	}
}

####################################
# Daughter's indiscretion series...#
####################################

character_event = { #Your unwed daughter has been....indiscrete.
	id = 8505

	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = gender value = female }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = pregnant } }
		condition = { type = not value = { type = age value = 30 } }
		condition = { type = not value = { type = is_married } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = fertility value = 4 }
	}

	mean_time_to_happen = {

		months = 1800

		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = clubfooted }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = harelip }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = hunchback }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = lazy	}
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = lisp }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = fertility value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = fertility value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = health value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			factor = 2
		}
	}

	action_a = { #Pay heavily to deal with it quietly
		effect = { type = trigger for = ruler value = 8506 }
		effect = { type = random chance = 5 #she might die in child birth anyway
			effect = { type = death }
		}
	}
	action_b = { #No! My child shall live!
		effect = { type = random chance = 90
			effect = { type = create_courtier value = bastard }
		}
		effect = { type = random chance = 5 #she might die in child birth anyway
			effect = { type = death }
		}
	}
	action_c = { #Punish her harshly and give away the child!
		effect = { type = add_trait value = chaste }
		effect = { type = random chance = 25
			effect = { type = add_trait value = depression }
		}
	}
	action_d = { #Banish her to a convent.
		effect = { type = death }
	}
}

character_event = { #Your spymaster adise that the matter of your daughter's pregnancy may be dealt with in several ways

	id = 8506

	picture = "event_intrigue"

	#triggered by 8505 Action A

	action_a = { #Keep her hidden then dispose of the child
		effect = { type = gold scale = -0.66 }
		effect = { type = add_trait value = deceitful }
		effect = { type = random chance = 10 #in case it is discovered
			effect = { type = add_trait value = kinslayer }
			effect = { type = add_trait value = cruel }
		}
	}
	action_b = { #Have her lover slain and her child taken away
		effect = { type = gold scale = -0.33 }
		effect = { type = piety value = -25 }
		effect = { type = random chance = 33 #in case it is discovered
			effect = { type = add_trait value = vengeful }
			effect = { type = add_trait value = arbitrary }
		}
	}
	action_c = { #I don't want to know...just deal with it
		effect = { type = gold scale = -1 }
		effect = { type = add_trait value = trusting }
		effect = { type = trigger for = spymaster value = 8507 }
	}
}

character_event = { #Your liege has trusted you to deal with the matter of his daughter's pregnancy

	id = 8507

	picture = "event_intrigue"

	#triggered by 8506 Action C

	action_a = { #That's just part of my job
		effect = { type = prestige value = 100 }
		effect = { type = add_trait value = proud }
		effect = { type = random chance = 15 #he might be caught and blamed
			effect = { type = trigger for = ruler value = 8508 }
		}
	}
	action_b = { #I'll do it and then be gone!
		effect = { type = loyalty value = 1 }
		effect = { type = courtier_defect value = random_neighbor }
	}
	action_c = { #What an interesting opportunity...
		effect = { type = add_trait value = deceitful }
		effect = { type = intrigue value = 1 }
		effect = { type = loyalty value = -0.33 }
		effect = { type = create_courtier value = bastard }
	}
}

character_event = { #Your spymaster has failed to cover up your daughter's unwanted pregnancy!

	id = 8508

	picture = "event_crime"

	#triggered by 8507 Action A

	action_a = { #Execute him as a traitor!
		effect = { type = add_trait value = deceitful }
		effect = { type = add_trait value = cruel }
		effect = { type = death value = spymaster }
	}
	action_b = { #Confess your part in the sordid affair
		effect = { type = add_trait value = honest }
		effect = { type = prestige scale = -5 }
		effect = { type = random chance = 50
			effect = { type = add_trait value = depression }
		}
	}
	action_c = { #Pardon everyone and adopt the child
		effect = { type = add_trait value = merciful }
		effect = { type = add_trait value = arbitrary }
		effect = { type = create_courtier value = bastard }
	}
}

###################################
# Courtier names you as father... #
###################################

character_event = { #An unwed coutier claims that you are the father of her child!
	id = 8509

	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = ruler_child } }
		condition = { type = gender value = female }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 30 } }
		condition = { type = not value = { type = is_married } }
		condition = { type = not value = { type = pregnant } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = fertility value = 4 }
		condition = { type = ruler_csc
			condition = { type = and
				condition = { type = age value = 16 }
				condition = { type = gender value = male }
				condition = { type = fertility value = 4 }
			}
		}
	}

	mean_time_to_happen = {

		months = 1800

		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = clubfooted }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = harelip }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = hunchback }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = lazy	}
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = lisp }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = fertility value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = fertility value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = health value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			factor = 0.75
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			factor = 0.75
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 0.75
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = lustful }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = chaste }
			}
			factor = 2
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = indulgent }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = is_married }
			}
			factor = 2
		}
	}

	action_a = { #Pay heavily to keep the child hidden forever
		effect = { type = gold scale = 2 }
		effect = { type = trigger for = ruler value = 8510 }
		effect = { type = random chance = 5 #she might die in child birth anyway
			effect = { type = death }
		}
	}
	action_b = { #I suppose that's possible...
		effect = { type = prestige scale = -1 }
		effect = { type = trigger for = ruler value = 8511 }
		effect = { type = random chance = 5 #she might die in child birth anyway
			effect = { type = death }
		}
	}
	action_c = { #Banish her from your court
		effect = { type = trigger for = ruler value = 8512 }
		effect = { type = death }
	}
	action_d = { #That's impossible!
		effect = { type = trigger for = ruler value = 8513 }
	}
}

character_event = { #Keeping the child a secret won't be cheep!

	id = 8510

	picture = "event_intrigue"

	#triggered by 8509 Action A

	action_a = { #Blazes!
		effect = { type = gold scale = -1 }
		effect = { type = random chance = 10 #and the child just might find out about it anyway...
			effect = { type = create_courtier value = bastard }
		}
	}
}

character_event = { #You have acknowledged that the child might be yours

	id = 8511

	picture = "event_intrigue"

	#triggered by 8509 Action B

	action_a = { #Well...I don't remember much about that feast last year
		effect = { type = gold scale = -0.25 } #a little gift towards his upkeep just in case
		effect = { type = random chance = 75 #and he'll probably claim he is your child anyway
			effect = { type = create_courtier value = bastard }
		}
	}
}
character_event = { #You dare to banish a courtier without good cause...?

	id = 8512

	picture = "event_intrigue"

	#triggered by 8509 Action C

	action_a = { #Er...well I am the ruler!
		effect = { type = add_trait value = arbitrary }
		effect = { type = prestige scale = -2 }
	}
}

character_event = { #If you say so.

	id = 8513

	picture = "event_intrigue"

	#triggered by 8509 Action D

	action_a = { #Absolutely!
		effect = { type = add_trait value = chaste }
		effect = { type = piety value = 10 }
	}
}

character_event = { #A commoner claims that you sired her child!
	id = 8514

	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 75 } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = fertility value = 4 }
	}

	mean_time_to_happen = {

		months = 1800

		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = clubfooted }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = harelip }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = hunchback }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 10
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = lazy	}
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = lisp }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = fertility value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = fertility value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = health value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			factor = 2
		}
	}

	action_a = { #Ah yes...I remember her well!
		effect = { type = piety value = -5 }
		effect = { type = create_courtier value = bastard }
	}
	action_b = { #I was too drunk to remember...
		effect = { type = add_trait value = indulgent }
		effect = { type = random chance = 50
			effect = { type = create_courtier value = bastard }
		}
	}
	action_c = { #Impossible!
		effect = { type = piety value = 5 }
		effect = { type = add_trait value = chaste }
	}
}

#########################################
# The oldest profession in the world... #
#########################################

character_event = { #It can get lonely when you're away on campaign. Of course there are always some camp-followers around...

	id = 8515
	picture = "event_appearance"

	trigger = {
		condition = { type = ruler }
		condition = { type = gender value = male }
		condition = { type = command }
		condition = { type = age value = 16 }
		condition = { type = fertility value = 4 }
	}

	mean_time_to_happen = {
		months = 180

		modifier = {
			condition = { type = siege }
			factor = 0.5
		}
		modifier = {
			condition = {
				type = or
				condition = { type = on_crusade }
				condition = {
					type = and
					condition = { type = crusade }
					condition = { type = not value = { type = enemy_same_religion } }
				}
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = is_married }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = age value = 20 } }
			factor = 0.75
		}
		modifier = {
			condition = { type = age value = 25 }
			factor = 1.1
		}
		modifier = {
			condition = { type = age value = 30 }
			factor = 1.1
		}
		modifier = {
			condition = { type = age value = 40 }
			factor = 1.25
		}
		modifier = {
			condition = { type = age value = 50 }
			factor = 1.5
		}
		modifier = {
			condition = { type = age value = 60 }
			factor = 2
		}
		modifier = {
			condition = { type = any_child
				condition = {
					type = and
					condition = { type = gender value = male }
					condition = { type = age value = 10 }
				}
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = any_child
				condition = { type = trait value = bastard }
			}
			factor = 0.75
		}

		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = clubfooted }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = harelip }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = hunchback }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = lazy	}
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = lisp }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = fertility value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = fertility value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = health value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			factor = 2
		}
	}

	action_a = { #I will just have to restrain myself.
		effect = { type = piety value = 5 }
		effect = { type = random chance = 20
			effect = { type = add_trait value = stress_symptom }
		}
	}
	action_b = { #Well it is a time-honoured profession.
		effect = { type = random chance = 10
			effect = { type = add_trait value = lustful }
		}
		effect = { type = random chance = 50
			effect = { type = create_courtier value = bastard }
		}
	}
}

###########################
# Dynastic considerations #
###########################

character_event = { #You have become concerned about your dynasty coming to an end. You could attempt to foster an heir elsewhere and convince your nobles to accept him, or with enough gold your sypmaster might be able to arrange for an 'accident'.

	id = 8516
	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = gender value = male }
		condition = { type = is_married }
		condition = { type = age value = 30 }
		condition = { type = fertility value = 4 }
		condition = { type = spouse
			condition = { type = age value = 30 }
		}
		condition = {
			type = not
			value = { type = any_child condition = { type = and
				condition = { type = gender value = male }
				condition = { type = is_alive }
				condition = { type = not value = { type = trait value = bastard } }
			} }
		}
	}

	mean_time_to_happen = {

		months = 360

		modifier = { 
			condition = { type = age value = 40 }
			factor = 0.9
		}
		modifier = { 
			condition = { type = age value = 50 }
			factor = 0.9
		}
		modifier = { 
			condition = { type = age value = 60 }
			factor = 0.9
		}
		modifier = { 
			condition = { type = trait value = chaste }
			factor = 1.5
		}
		modifier = { 
			condition = { type = trait value = deceitful }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = { 
			condition = {
				type = or
				condition = { type = trait value = detached_priest }
				condition = { type = trait value = martial_cleric }
				condition = { type = trait value = scholarly_theologian }
				condition = { type = trait value = mastermind_theologian }
			}
			factor = 5
		}
	}

	action_a = { #I must get myself an heir somehow!
		effect = { type = piety value = -25 }
		effect = { type = random chance = 80
			effect = { type = create_courtier value = bastard }
			effect = { type = add_trait value = deceitful }
		}
	}
	action_b = { #Given enough gold, her days are numbered...
		effect = { type = gold scale = -5 }
		effect = { type = random chance = 80
			effect = { type = add_trait value = cruel }
			effect = { type = death value = spouse }
		}
	}
	action_c = { #I'll leave the matter to my spymaster
		effect = { type = piety value = -25 }
		effect = { type = random chance = 50
			effect = { type = add_trait value = deceitful }
		}
		effect = { type = random chance = 20
			effect = { type = death value = spouse }
		}
	}
	action_d = { #I am not that worried about it
		effect = { type = piety value = 5 }
		effect = { type = random chance = 10
			effect = { type = add_trait value = merciful }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = honest }
		}
	}
}

character_event = { #Seeking to extend your dynasty, you consider a potentially dangerous option.

	id = 8517
	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = gender value = female }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 40 } }
		condition = { type = not value = { type = is_married } }
		condition = { type = not value = { type = pregnant } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = fertility value = 4 }
		condition = {
			type = not
			value = { type = any_child condition = { type = and
				condition = { type = gender value = male }
				condition = { type = is_alive }
				condition = { type = not value = { type = trait value = bastard } }
			} }
		}
	}

	mean_time_to_happen = {

		months = 360

		modifier = { 
			condition = { type = age value = 25 }
			factor = 0.9
		}
		modifier = { 
			condition = { type = age value = 30 }
			factor = 0.9
		}
		modifier = { 
			condition = { type = age value = 35 }
			factor = 0.9
		}
		modifier = { 
			condition = { type = trait value = lustful }
			factor = 0.5
		}
		modifier = { 
			condition = { type = trait value = reckless }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = fertility value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = fertility value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = fertility value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = health value = 3 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = health value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = health value = 7 }
			factor = 0.8
		}
		modifier = {
			condition = { type = health value = 9 }
			factor = 0.8
		}
		modifier = {
			condition = { type = ai }
			factor = 2
		}
		modifier = { 
			condition = {
				type = or
				condition = { type = trait value = detached_priest }
				condition = { type = trait value = martial_cleric }
				condition = { type = trait value = scholarly_theologian }
				condition = { type = trait value = mastermind_theologian }
			}
			factor = 2
		}
	}

	action_a = { #I will risk bearing a child out of wedlock. (Note: still doesn't guarantee heir unless other event to remove bastard trait later fires)
		effect = { type = piety scale = -10 }
		effect = { type = add_trait value = reckless }
		effect = { type = random chance = 45 #reflects 90% chance of success with 50% of successes being female
			effect = { type = create_courtier value = bastard }
		}
		effect = { type = random chance = 5 #may die in childbirth
			effect = { type = death }
		}
	}
	action_b = { #I could never force the nobles to accept him.
		effect = { type = piety scale = 3 }
		effect = { type = add_trait value = coward }
		effect = { type = random chance = 20
			effect = { type = add_trait value = wise }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = chaste }
		}
	}
	action_c = { #I am content to let my dynasty come to an end.
		effect = { type = piety scale = 10 }
		effect = { type = add_trait value = chaste }
	}
}


#IDs free 8518-8519

###################################
#                                 #
#      BASTARDS GROWING UP        #
#                                 #
###################################
#ID RANGE 8520-8549

###############################
# Chance to assassinate youth #
###############################

character_event = { #Your spymaster advises of a possible opportunity to get rid of a bastard in the court

	id = 8520

	picture = "event_intrigue"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = age value = 2 } }
	}

	mean_time_to_happen = {

		months = 24

		modifier = {
			condition = { type = spymaster_csc
				condition = { type = intrigue value = 9 }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = intrigue value = 12 }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = intrigue value = 15 }
			}
			factor = 0.8
		}
	}

	action_a = { #Then do it!
		effect = { type = add_trait value = vengeful } #used as a tag if he survives
		effect = { type = random chance = 50
			effect = { type = death }
			effect = { type = trigger for = ruler value = 8521 }
		}
	}
	action_b = { #I doubt he will cause any trouble
		effect = { type = add_trait value = honest } #used as a tag
	}
	action_c = { #Just keep an eye on him for now
		effect = { type = add_trait value = suspicious } #used as mostly a tag
	}
}

character_event = { #The assassination attempt on your bastard son succeeded

	id = 8521

	picture = "event_intrigue"

	#triggered by 8520 Action A

	action_a = { #I hope no one knows I was behind it!
		effect = { type = piety value = -10 }
		effect = { type = random chance = 5 #someone knows and can prove who is behind it
			effect = { type = add_trait value = kinslayer }
		}
	}
}

############################
# Changes to bastard stats #
############################

character_event = { #Life as a bastard child is often harsh but may also be character-building

	id = 8522

	picture = "event_education"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = trait value = illness } }
		condition = { type = not value = { type = age value = 10 } }
		condition = { type = not value = { type = martial value = 6 } }
		condition = { type = not value = { type = stewardship value = 6 } }
		condition = { type = not value = { type = intrigue value = 6 } }
		condition = { type = not value = { type = diplomacy value = 6 } }
	}

	mean_time_to_happen = {

		months = 240

		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
	}

	action_a = { #This is one of those times of crisis!
		effect = { type = add_trait value = illness }
		effect = { type = random chance = 25
			effect = { type = trigger for = this  value = 8523 } #not good
		}
		effect = { type = random chance = 60
			effect = { type = trigger for = this value = 8524 } #okay if he survives
		}
		effect = { type = random chance = 40
			effect = { type = trigger for = this value = 8525 } #good if he survives
		}
		effect = { type = random chance = 15
			effect = { type = trigger for = this value = 8526 } #very good if he survives
		}
		effect = { type = random chance = 5
			effect = { type = death } #he didn't survive
		}
	}
}

character_event = { #The life of a bastard child takes a turn for the worse

	id = 8523

	picture = "event_education"

	#triggered by 8522

	action_a = { #Life is misery!
		effect = { type = martial value = -1 }
		effect = { type = stewardship value = -1 }
		effect = { type = diplomacy value = -1 }
		effect = { type = intrigue value = -1 }
		effect = { type = health value = -1 }
		effect = { type = fertility value = -1 }
		effect = { type = random chance = 25 effect = { type = martial value = -1 } }
		effect = { type = random chance = 25 effect = { type = stewardship value = -1 } }
		effect = { type = random chance = 25 effect = { type = diplomacy value = -1 } }
		effect = { type = random chance = 25 effect = { type = intrigue value = -1 } }
		effect = { type = random chance = 25 effect = { type = health value = -1 } }
		effect = { type = random chance = 25 effect = { type = fertility value = -1 } }
	}
}

character_event = { #The life of a bastard child may take a turn for the better if he survives

	id = 8524

	picture = "event_education"

	#triggered by 8522

	action_a = { #That's good!
		effect = { type = martial value = 1 }
		effect = { type = stewardship value = 1 }
		effect = { type = diplomacy value = 1 }
		effect = { type = intrigue value = 1 }
		effect = { type = health value = 1 }
		effect = { type = fertility value = 1 }
		effect = { type = random chance = 10 effect = { type = martial value = 1 } }
		effect = { type = random chance = 10 effect = { type = stewardship value = 1 } }
		effect = { type = random chance = 10 effect = { type = diplomacy value = -1 } }
		effect = { type = random chance = 10 effect = { type = intrigue value = 1 } }
		effect = { type = random chance = 10 effect = { type = health value = 1 } }
		effect = { type = random chance = 10 effect = { type = fertility value = 1 } }
	}
}


character_event = { #The life of a bastard child will be much better if he survives

	id = 8525

	picture = "event_education"

	#triggered by 8522

	action_a = { #Wonderful!
		effect = { type = martial value = 2 }
		effect = { type = stewardship value = 2 }
		effect = { type = diplomacy value = 2 }
		effect = { type = intrigue value = 2 }
		effect = { type = health value = 2 }
		effect = { type = fertility value = 2 }
		effect = { type = random chance = 25 effect = { type = martial value = 1 } }
		effect = { type = random chance = 25 effect = { type = stewardship value = 1 } }
		effect = { type = random chance = 25 effect = { type = diplomacy value = -1 } }
		effect = { type = random chance = 25 effect = { type = intrigue value = 1 } }
		effect = { type = random chance = 10 effect = { type = health value = 1 } }
		effect = { type = random chance = 10 effect = { type = fertility value = 1 } }
	}
}

character_event = { #The life of a bastard child will be fabulous if he survives

	id = 8526

	picture = "event_education"

	#triggered by 8522

	action_a = { #Fabulous!
		effect = { type = martial value = 3 }
		effect = { type = stewardship value = 3 }
		effect = { type = diplomacy value = 3 }
		effect = { type = intrigue value = 3 }
		effect = { type = health value = 3 }
		effect = { type = fertility value = 3 }
		effect = { type = random chance = 40 effect = { type = martial value = 1 } }
		effect = { type = random chance = 40 effect = { type = stewardship value = 1 } }
		effect = { type = random chance = 40 effect = { type = diplomacy value = -1 } }
		effect = { type = random chance = 40 effect = { type = intrigue value = 1 } }
		effect = { type = random chance = 25 effect = { type = health value = 1 } }
		effect = { type = random chance = 25 effect = { type = fertility value = 1 } }
		effect = { type = random chance = 5 #amazingly better! 
			effect = { type = trigger for = this value = 8527 }
		}
	}
}

character_event = { #A bastard child is revealed as a prodegy!

	id = 8527

	picture = "event_education"

	#triggered by 8526

	action_a = { #Wow!
		effect = { type = martial value = 2 }
		effect = { type = stewardship value = 1 }
		effect = { type = diplomacy value = 1 }
		effect = { type = intrigue value = 2 }
	}
}

##################################
# EDUCATION FOR BASTARD CHILDREN #
##################################

character_event = { #A bastard child is old enough to begin his education.
	id = 8528
	
	picture = "event_education"

	trigger = {
		condition = { type = gender value = male }
		condition = { type = trait value = bastard } #removed from regular education event
		condition = { type = age value = 5 }
		condition = { type = not value = { type = age value = 16 } }
		condition = {
			type = not
			value = {
				type = trait
				value = detached_priest 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = martial_cleric 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = scholarly_theologian 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = mastermind_theologian 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = misguided_warrior 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = tough_soldier 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = knowledged_tactician 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = brilliant_strategist 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = naive_wirepuller 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = flamboyant_schemer 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = intricate_webweaver 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = illusive_shadow 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = amateurish_pettifogger 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = proven_dealbreaker 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = charismatic_negotiator 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = grey_eminence 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = hole_in_the_pocket 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = proven_accountant 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = fortune_builder 
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = midas_touched 
			}
		}		
		condition = {
			type = not
			value = {
				type = trait
				value = court_education
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = ecclesiastical_education
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = martial_education
			}
		}
	}

	mean_time_to_happen = {
		days = 1

	}
	action_a = {
		ai_chance = 36
			#start AI modifier block
			modifier = {
				condition = { type = trait value = vengeful }
				factor = 1.5
			}
			modifier = {
				condition = { type = trait value = honest }
				factor = 1.5
			}
			modifier = {
				condition = { type = trait value = suspicious }
				factor = 1.25
			}
			modifier = {
				condition = { type = not value = { type = diplomacy value = 2 } }
				factor = 0.9
			}
			modifier = {
				condition = { type = not value = { type = diplomacy value = 4 } }
				factor = 0.9
			}
			modifier = { 
				condition = { type = diplomacy value = 7 }
				factor = 1.05
			}
			modifier = { 
				condition = { type = diplomacy value = 9 }
				factor = 1.1
			}
			modifier = { 
				condition = { type = intrigue value = 7 }
				factor = 1.1
			}
			modifier = { 
				condition = { type = intrigue value = 9 }
				factor = 1.2
			}
			modifier = { 
				condition = { type = stewardship value = 7 }
				factor = 1.2
			}
			modifier = { 
				condition = { type = stewardship value = 9 }
				factor = 1.25
			}
			modifier = {
				condition = { type = not value = { type = health value = 7 } }
				factor = 1.1
			}
			modifier = {
				condition = { type = not value = { type = health value = 9 } }
				factor = 1.1
			}
			#end AI modifier block
		effect = { type = add_trait value = court_education }
		effect = { type = prestige value = 5 }
	}
	action_b = {
		ai_chance = 32
			#start AI modifier block
			modifier = {
				condition = { type = trait value = vengeful }
				factor = 0.01
			}
			modifier = {
				condition = { type = trait value = honest }
				factor = 1.25
			}
			modifier = {
				condition = { type = trait value = suspicious }
				factor = 2
			}
			modifier = {
				condition = { type = not value = { type = diplomacy value = 2 } }
				factor = 0.75
			}
			modifier = {
				condition = { type = not value = { type = diplomacy value = 4 } }
				factor = 0.75
			}
			modifier = {
				condition = { type = not value = { type = intrigue value = 2 } }
				factor = 0.85
			}
			modifier = {
				condition = { type = not value = { type = intrigue value = 4 } }
				factor = 0.85
			}
			modifier = {
				condition = { type = not value = { type = stewardship value = 2 } }
				factor = 0.9
			}
			modifier = {
				condition = { type = not value = { type = stewardship value = 4 } }
				factor = 0.9
			}
			modifier = {
				condition = { type = not value = { type = health value = 2 } }
				factor = 1.1
			}
			modifier = {
				condition = { type = not value = { type = health value = 4 } }
				factor = 1.1
			}
			#end AI modifier block
		effect = { type = add_trait value = ecclesiastical_education }
		effect = { type = piety value = 10 }
	}
	action_c = {
		ai_chance = 32
			#start AI modifier block
			modifier = {
				condition = { type = not value = { type = martial value = 2 } }
				factor = 0.75
			}
			modifier = {
				condition = { type = not value = { type = martial value = 4 } }
				factor = 0.75
			}
			modifier = { 
				condition = { type = martial value = 7 }
				factor = 1.25
			}
			modifier = { 
				condition = { type = martial value = 9 }
				factor = 1.25
			}
			modifier = { 
				condition = { type = diplomacy value = 7 }
				factor = 0.9
			}
			modifier = { 
				condition = { type = diplomacy value = 9 }
				factor = 0.85
			}
			modifier = {
				condition = { type = not value = { type = intrigue value = 2 } }
				factor = 1.1
			}
			modifier = {
				condition = { type = not value = { type = intrigue value = 4 } }
				factor = 1.1
			}
			modifier = { 
				condition = { type = intrigue value = 7 }
				factor = 0.95
			}
			modifier = { 
				condition = { type = intrigue value = 9 }
				factor = 0.85
			}
			modifier = {
				condition = { type = not value = { type = stewardship value = 2 } }
				factor = 1.2
			}
			modifier = {
				condition = { type = not value = { type = stewardship value = 4 } }
				factor = 1.2
			}
			modifier = { 
				condition = { type = stewardship value = 7 }
				factor = 0.8
			}
			modifier = { 
				condition = { type = stewardship value = 9 }
				factor = 0.8
			}
			modifier = {
				condition = { type = not value = { type = health value = 2 } }
				factor = 0.65
			}
			modifier = {
				condition = { type = not value = { type = health value = 4 } }
				factor = 0.8
			}
			modifier = {
				condition = { type = not value = { type = health value = 7 } }
				factor = 1.2
			}
			modifier = {
				condition = { type = not value = { type = health value = 9 } }
				factor = 1.2
			}
			#end AI modifier block
		effect = { type = add_trait value = martial_education }
		effect = { type = prestige value = 15 }
	}
}

######################################
# Bastard youth considers his future #
######################################

character_event = { #A dream is born and a sword sharpened

	id = 8529

	picture = "event_default"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = age value = 11 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = or
			condition = { type = martial value = 9 }
			condition = { type = stewardship value = 9 }
			condition = { type = diplomacy value = 9 }
			condition = { type = intrigue value = 9 }
		}
	}

	mean_time_to_happen = {
		months = 40

		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 3
		}
		modifier = {
			condition = { type = martial value = 12 }
			factor = 0.75
		}
		modifier = {
			condition = { type = stewardship value = 12 }
			factor = 0.75
		}
		modifier = {
			condition = { type = diplomacy value = 12 }
			factor = 0.75
		}
		modifier = {
			condition = { type = intrigue value = 12 }
			factor = 0.75
		}
		modifier = {
			condition = { type = not value = { type = martial value = 4 } }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 4 } }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 4 } }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 4 } }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 1.0 } }
			factor = 0.5
		}
	}

	immidiate = { #The seed is planted
		effect = { type = add_trait value = vengeful }
	}
}

####################################################
# A potentially devious bastard fears for his life #
####################################################

character_event = { #It is too dangerous to remain in my father's court any longer - father is independent and at war

	id = 8530

	picture = "event_appearance"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = ruler } }
		condition = { type = ruler_child }
		condition = { type = ruler_csc
			condition = { type = and
				condition = { type = is_alive }
				condition = { type = is_independent }
				condition = { type = atwar }
			}
		}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = { #this means daddy tried to assassinate him when he was a child
			condition = { type = not value = { type = trait value = honest } }
			condition = { type = not value = { type = trait value = suspicious } }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 1.0 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.6 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.4 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.2 } }
			factor = 0.5
		}
	}

	action_a = { #I will flee to the safety of an enemy court!
		effect = { type = loyalty value = 1.0 }
		effect = { type = add_title_claim value = ruler }
		effect = { type = courtier_defect value = random_enemy }
		effect = { type = trigger for = random_enemy value = 8534 }
	}
}

character_event = { #It is too dangerous to remain in my father's court any longer - father is independent and not at war

	id = 8531

	picture = "event_appearance"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = ruler } }
		condition = { type = ruler_child }
		condition = { type = ruler_csc
			condition = { type = and
				condition = { type = is_alive }
				condition = { type = is_independent }
				condition = { type = not value = { type = atwar } }
			}
		}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = { #this means daddy tried to assassinate him when he was a child
			condition = { type = not value = { type = trait value = honest } }
			condition = { type = not value = { type = trait value = suspicious } }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 1.0 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.6 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.4 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.2 } }
			factor = 0.5
		}
	}

	action_a = { #I will flee to the safety of another court!
		effect = { type = loyalty value = 1.0 }
		effect = { type = add_title_claim value = ruler }
		effect = { type = courtier_defect value = worst_neighbor }
		effect = { type = trigger for = worst_neighbor value = 8534 }
	}
}

character_event = { #It is too dangerous to remain in my father's court any longer - father is vassal and at war

	id = 8532

	picture = "event_appearance"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = ruler } }
		condition = { type = ruler_child }
		condition = { type = ruler_csc
			condition = { type = and
				condition = { type = is_alive }
				condition = { type = is_vassal }
				condition = { type = atwar }
			}
		}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = { #this means daddy tried to assassinate him when he was a child
			condition = { type = not value = { type = trait value = honest } }
			condition = { type = not value = { type = trait value = suspicious } }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 1.0 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.6 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.4 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.2 } }
			factor = 0.5
		}
	}

	action_a = { #I will flee to the safety of an enemy court!
		effect = { type = loyalty value = 1.0 }
		effect = { type = add_title_claim value = ruler }
		effect = { type = courtier_defect value = random_enemy }
		effect = { type = trigger for = random_enemy value = 8534 }
	}
}

character_event = { #It is too dangerous to remain in my father's court any longer - father is vassal and not at war

	id = 8533

	picture = "event_appearance"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = ruler } }
		condition = { type = ruler_child }
		condition = { type = ruler_csc
			condition = { type = and
				condition = { type = is_alive }
				condition = { type = is_vassal }
				condition = { type = not value = { type = atwar } }
			}
		}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = { #this means daddy tried to assassinate him when he was a child
			condition = { type = not value = { type = trait value = honest } }
			condition = { type = not value = { type = trait value = suspicious } }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 1.0 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.6 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.4 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.2 } }
			factor = 0.5
		}
	}

	action_a = { #I will flee to the safety of another court!
		effect = { type = loyalty value = 1.0 }
		effect = { type = add_title_claim value = ruler }
		effect = { type = courtier_defect value = random_neighbor }
		effect = { type = trigger for = random_neighbor value = 8534 }
	}
}

# Notification for one arriving
character_event = { #The bastard son of another ruler is seeking assylum in your court.
	id = 8534
	picture = "event_intrigue"

	#triggered by 8530, 8531, 8532, or 8533

	immidiate = { #How very, very interesting...
		effect = { type = prestige value = 5 }
	}
}


# free ID range in this block 8535-8549

# OVERALL FREE ID RANGE 8550-8599

############################################################
############################################################
##                                                        ##
## Various nasty and not so nasty things that bastards do ##
##                                                        ##
############################################################
############################################################
#ID RANGE 8600-8799

###########################################
#                                         #
# Intrigue from bastards living elsewhere #
#                                         #
###########################################
#ID RANGE 8600-8624

#######################################
# Plot to murder half-brother brother #
#######################################

character_event = { #The bastard son of another ruler petitions you to help him with a nefarious plot to kill his  half-brother!
	id = 8600

	picture = "event_intrigue"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = ruler_child } } #doesn't live with dadddy
		condition = { type = not value = { type = primary_heir } }
		condition = { type = ruler_csc
			condition = { type = not value = { type = trait value = honest } } #honest rulers won't allow it
		}
		condition = { type = father
			condition = { type = and
				condition = { type = ruler } #father still lives and rules
				condition = { type = any_child
					condition = { type = and
						condition = { type = gender value = male }
						condition = { type = not value = { type = trait value = bastard } }
						condition = { type = is_alive }
						condition = { type = age value = 16 } #and has a living heir
						condition = { type = or
							condition = { type = ruler }
							condition = { type = ruler_child }
						}
					}
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 600
		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = { #this means daddy tried to assassinate him when he was a child
			condition = { type = not value = { type = trait value = honest } }
			condition = { type = not value = { type = trait value = suspicious } }
			factor = 0.25
		}
		#court where bastard resides needs a suitable ruler
		modifier = {
			condition = { type = ruler_csc
				condition = { type = not value = { type = intrigue value = 3 } }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = not value = { type = intrigue value = 7 } }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 10 }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 13 }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 16 }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = deceitful }
			}
			factor = 0.5
		}
		#court where bastard resides needs a suitable spymaster
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = not value = { type = intrigue value = 3 } }
				}
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = not value = { type = intrigue value = 7 } }
				}
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 10 }
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 13 }
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 16 }
				}
			}
			factor = 0.8
		}
		#father's court needs a suitable ruler
		modifier = {
			condition = { type = father
				condition = { type = not value = { type = intrigue value = 3 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = father
				condition = { type = not value = { type = intrigue value = 7 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 10 }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 13 }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 16 }
			}
			factor = 1.25
		}
		#father's court needs a suitable spymaster
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = not value = { type = intrigue value = 3 } }
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = not value = { type = intrigue value = 7 } }
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 10 }
				}
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 13 }
				}
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 16 }
				}
			}
			factor = 1.25
		}
	}

	action_a = { #I'll give you a few months' income towards it
		effect = { type = loyalty value = 0.25 } #bastard is appreciative
		effect = { type = trigger for = ruler value = 8601 } #partly fund assassination attempt
		effect = { type = random chance = 33
			effect = { type = trigger for = father value = 8606 } #assassins!
		}
	}
	action_b = { #I'd give a year's income to see it attempted!
		effect = { type = loyalty value = 1.0 } #bastard is very appreciative
		effect = { type = trigger for = ruler value = 8602 } #largely fund assassination attempt
		effect = { type = random chance = 75
			effect = { type = trigger for = father value = 8606 } #assassins!
		}
	}
	action_c = { #Deny his request!
		effect = { type = loyalty value = -0.5 }
		effect = { type = trigger for = ruler value = 8603 } #refuse to fund assassination attempt
		effect = { type = random chance = 5
			effect = { type = trigger for = father value = 8606 } #assassins! (bastard might try anyway)
		}
	}
}

####################################
# liege weakly suports the attempt #
####################################

character_event = { #Here's the gold...

	id = 8601
	picture = "event_intrigue"

	#triggered by 8600 A

	action_a = { #Good luck!
		effect = { type = gold scale = -0.25 }
		effect = { type = random chance = 25 #your part a poorly funded assassination attempt might be discovered
			effect = { type = piety value = -25 }
			effect = { type = add_trait value = deceitful }
		}
	}
}

######################################
# liege strongly suports the attempt #
######################################

character_event = { #Here's the gold...

	id = 8602
	picture = "event_intrigue"

	#triggered by 8600 B

	action_a = { #Good luck!
		effect = { type = gold scale = -1 }
		effect = { type = random chance = 5 #your part a well funded assassination attempt is unikely to be discovered
			effect = { type = piety value = -25 }
			effect = { type = add_trait value = deceitful }
		}
	}
}

#######################################
# liege refuses to suport the attempt #
#######################################

character_event = { #That's very noble of you!

	id = 8603
	picture = "event_intrigue"

	#triggered by 8600 C

	action_a = { #Yes it is!
		effect = { type = piety value = 10 }
		effect = { type = random chance = 15
			effect = { type = add_trait value = honest }
		}
	}
}

#######################################################
# Bastard wants to leave a court unsuited to plotting #
#######################################################

character_event = { #A bastard son of another ruler doesn't find this court suitable to his needs

	id = 8604

	picture = "event_appearance"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = ruler_child } } #doesn't live with dadddy
		condition = { type = or
			condition = { type = not value = { type = loyalty value = 0.5 } } #has lost loyalty to ruler
			condition = { type = ruler_csc
				condition = { type = trait value = honest } #ruler won't allow plots
			}
			condition = { type = ruler_csc
				condition = { type = not value = { type = intrigue value = 6 } } #poor ruler intrigue
			}
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = not value = { type = intrigue value = 8 } } #poor spymaster intrigue
				}
			}
		}
		condition = { type = ruler_csc
			condition = { type = not value = { type = trait value = deceitful } } #its worth sticking with this court
		}
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = { #this means daddy probably tried to assassinate him when he was a child
			condition = { type = not value = { type = trait value = honest } }
			condition = { type = not value = { type = trait value = suspicious } }
			factor = 0.25
		}
		modifier = {
			condition = { type = father
				condition = { type = ruler } #father still lives and rules
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 1.0 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.6 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.4 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.2 } }
			factor = 0.5
		}
	}

	action_a = { #Then he should find somewhere else to live.
		effect = { type = courtier_defect value = random_neighbor }
		effect = { type = loyalty value = 1.0 }
	}
	action_b = { #Then I will change to better accomodate him.
		effect = { type = loyalty value = 0.5 }
		effect = { type = trigger for = ruler value = 8605 } #Ruler changes policy on assassinations
	}
}

##############################################
# Liege changes policy re plots in his court #
##############################################

character_event = { #You have changed your policy about bastards!

	id = 8605
	picture = "event_intrigue"

	#triggered by 8604 B

	action_a = { #Indeed I have!
		effect = { type = add_trait value = deceitful }
		effect = { type = random chance = 15
			effect = { type = add_trait value = arbitrary }
		}
	}
}

####################################################
# The plot to assassinate bastard's brother occurs #
####################################################
#this is both a notifier to ruler and allows the switch to the court where attempt will occur

character_event = { #There is an assassination attempt on the life of your son!

	id = 8606
	picture = "event_crime"

	#triggered by 8600

	action_a = { #Dear God! No!!!
		effect = { type = random chance = 85 #at least some injury is probable
			effect = { type = trigger for = primary_heir value = 8607 }
		}
	}
}

####################################
# The actual assassination attempt #
####################################

character_event = { #An assassin strikes!

	id = 8607
	picture = "event_crime"

	#triggered by 8606

	action_a = { #The bastard!
		effect = { type = add_trait value = war_invalid } #at minimum you are badly wounded
		effect = { type = random chance = 75 #and it may be badly
			effect = { type = add_trait value = illness }
		}
		effect = { type = random chance = 50 #success!
			effect = { type = death }
		}
	}
}

######################################
# Plot to kill a ruling half-brother #
######################################

character_event = { #The bastard son of another ruler petitions you to help him with a nefarious plot to kill his  ruling half-brother!
	id = 8608

	picture = "event_intrigue"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = ruler_child } } #doesn't live with dadddy
		condition = { type = ruler_csc
			condition = { type = not value = { type = trait value = honest } } #honest rulers won't allow it
		}
		condition = { type = father
			condition = { type = primary_heir
				condition = { type = and
					condition = { type = ruler }
					condition = { type = is_alive }
				}
			}
		}
	}

	mean_time_to_happen = {
		months = 600
		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = { #this means daddy tried to assassinate him when he was a child
			condition = { type = not value = { type = trait value = honest } }
			condition = { type = not value = { type = trait value = suspicious } }
			factor = 0.25
		}
		#court where bastard resides needs a suitable ruler
		modifier = {
			condition = { type = ruler_csc
				condition = { type = not value = { type = intrigue value = 3 } }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = not value = { type = intrigue value = 7 } }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 10 }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 13 }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 16 }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = deceitful }
			}
			factor = 0.5
		}
		#court where bastard resides needs a suitable spymaster
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = not value = { type = intrigue value = 3 } }
				}
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = not value = { type = intrigue value = 7 } }
				}
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 10 }
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 13 }
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 16 }
				}
			}
			factor = 0.8
		}
	}

	action_a = { #I'll give you a year's income towards it
		effect = { type = loyalty value = 0.25 } #bastard is appreciative
		effect = { type = trigger for = ruler value = 8609 } #partly fund assassination attempt
		effect = { type = random chance = 33
			effect = { type = trigger for = father value = 8611 } #assassins!
		}
	}
	action_b = { #I'd give three years' income to see it attempted!
		effect = { type = loyalty value = 1.0 } #bastard is very appreciative
		effect = { type = trigger for = ruler value = 8610 } #largely fund assassination attempt
		effect = { type = random chance = 75
			effect = { type = trigger for = father value = 8611 } #assassins!
		}
	}
	action_c = { #Deny his request!
		effect = { type = loyalty value = -0.5 }
		effect = { type = trigger for = ruler value = 8603 } #refuse to fund assassination attempt
		effect = { type = random chance = 5
			effect = { type = trigger for = father value = 8611 } #assassins! (bastard might try anyway)
		}
	}
}

##############################
# Liege weakly supports plot #
##############################

character_event = { #Here's the gold...

	id = 8609
	picture = "event_intrigue"

	#triggered by 8608 A

	action_a = { #Good luck!
		effect = { type = gold scale = -1 }
		effect = { type = random chance = 25 #your part a poorly funded assassination attempt might be discovered
			effect = { type = piety value = -50 }
			effect = { type = add_trait value = deceitful }
		}
	}
}

################################
# Liege strongly supports plot #
################################

character_event = { #Here's the gold...

	id = 8610
	picture = "event_intrigue"

	#triggered by 8608 B

	action_a = { #Good luck!
		effect = { type = gold scale = -3 }
		effect = { type = random chance = 5 #your part a well funded assassination attempt is unikely to be discovered
			effect = { type = piety value = -50 }
			effect = { type = add_trait value = deceitful }
		}
	}
}

####################################
# The Assassination attempt itself #
####################################

character_event = { #An assassination attempt!

	id = 8611
	picture = "event_crime"

	#triggered by 8608

	immidiate = { #Oh oh!
		effect = { type = trigger for = primary_heir value = 8612 }
	}
}

character_event = { #A knife in the dark!

	id = 8612
	picture = "event_crime"

	#triggered by 8611 or 8613

	action_a = { #The bastard!
		effect = { type = random chance = 80 #at minimum you may be badly wounded
			effect = { type = add_trait value = war_invalid } 
		}
		effect = { type = random chance = 50 #and it may be badly
			effect = { type = add_trait value = illness }
		}
		effect = { type = random chance = 33 #success!
			effect = { type = death }
		}
	}
}

#######################
# Plot to kill father #
#######################


character_event = { #The bastard son of another ruler petitions you to help him with a nefarious plot to kill his  father!
	id = 8613

	picture = "event_intrigue"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = ruler_child } } #doesn't live with dadddy
		condition = { type = ruler_csc
			condition = { type = not value = { type = trait value = honest } } #honest rulers won't allow it
		}
		condition = { type = father
			condition = { type = and
				condition = { type = ruler } #father still lives and rules
				condition = { type = is_alive }
			}

		}
	}

	mean_time_to_happen = {
		months = 1200
		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = { #this means daddy tried to assassinate him when he was a child
			condition = { type = not value = { type = trait value = honest } }
			condition = { type = not value = { type = trait value = suspicious } }
			factor = 0.25
		}
		#court where bastard resides needs a suitable ruler
		modifier = {
			condition = { type = ruler_csc
				condition = { type = not value = { type = intrigue value = 3 } }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = not value = { type = intrigue value = 7 } }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 10 }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 13 }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 16 }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = deceitful }
			}
			factor = 0.5
		}
		#court where bastard resides needs a suitable spymaster
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = not value = { type = intrigue value = 3 } }
				}
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = not value = { type = intrigue value = 7 } }
				}
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 10 }
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 13 }
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 16 }
				}
			}
			factor = 0.8
		}
		#father's court needs a suitable ruler
		modifier = {
			condition = { type = father
				condition = { type = not value = { type = intrigue value = 3 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = father
				condition = { type = not value = { type = intrigue value = 7 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 10 }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 13 }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 16 }
			}
			factor = 1.25
		}
		#father's court needs a suitable spymaster
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = not value = { type = intrigue value = 3 } }
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = not value = { type = intrigue value = 7 } }
				}
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 10 }
				}
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 13 }
				}
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 16 }
				}
			}
			factor = 1.25
		}
	}

	action_a = { #I'll give you a year's income towards it
		effect = { type = loyalty value = 0.25 } #bastard is appreciative
		effect = { type = trigger for = ruler value = 8609 } #partly fund assassination attempt
		effect = { type = random chance = 33
			effect = { type = trigger for = father value = 8612 } #assassins!
		}
	}
	action_b = { #I'd give three years' income to see it attempted!
		effect = { type = loyalty value = 1.0 } #bastard is very appreciative
		effect = { type = trigger for = ruler value = 8610 } #largely fund assassination attempt
		effect = { type = random chance = 75
			effect = { type = trigger for = father value = 8612 } #assassins!
		}
	}
	action_c = { #Deny his request!
		effect = { type = loyalty value = -0.5 }
		effect = { type = trigger for = ruler value = 8603 } #refuse to fund assassination attempt
		effect = { type = random chance = 5
			effect = { type = trigger for = father value = 8612 } #assassins! (bastard might try anyway)
		}
	}
}

#########################################################
# Recognise a foreign bastard as legitimate claimholder #
#########################################################

character_event = { #The bastard son of a foreign ruler asks you to legitimise his claim to his father's throne.

	id = 8614
	picture = "event_claim"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = ruler_child } } #doesn't live with dadddy
		condition = { #an honest ruler won't want to rock the boat
			type = ruler_csc
			condition = { type = not value = { type = trait value = honest } }
		}
		condition = { type = father
			condition = { type = ruler }
		}
	}

	mean_time_to_happen = {
		months = 1000
		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 7 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 1.5
		}
		modifier = { #this means daddy tried to assassinate him when he was a child
			condition = { type = trait value = vengeful }
			condition = { type = not value = { type = trait value = honest } }
			condition = { type = not value = { type = trait value = suspicious } }
			factor = 3
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = deceitful }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = is_independent }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = duchy }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = kingdom }
			}
			factor = 0.8
		}
	}

	action_a = { #That really isn't my affair
		effect = { type = loyalty value = -0.5 }
		effect = { type = random chance = 50
			effect = { type = trigger for = ruler value = 8615 } #possible to become honest ruler
		}
	}
	action_b = { #I will try to help you press your claim
		effect = { type = loyalty value = 1.0 } #bastard is very appreciative
		effect = { type = gold scale = 0.5 }
		effect = { type = prestige scale = 1 }
		effect = { type = random chance = 75 #it isn't automatic
			effect = { type = remove_trait value = bastard }
		}
		effect = { type = trigger for = ruler value = 8616 } #fund claim
	}
}

character_event = { #That's very noble of you!

	id = 8615
	picture = "event_default"

	#triggered by 8614A

	action_a = { #Indeed it is!
		effect = { type = prestige value = 10 }
		effect = { type = add_trait value = honest }
	}
}

character_event = { #That's kind...but not very honest!

	id = 8616
	picture = "event_claim"

	#triggered by 8614A

	action_a = { #Er...I suppose that's true
		effect = { type = gold scale = -0.5 }
		effect = { type = random chance = 33 #chance that most agree
			effect = { type = add_trait value = deceitful }
		}
	}
}

# Holding IDs 8617-8624 free for more fun from abroad

##################################################
#                                                #
# Intrigue and such from bastards living at home #
#                                                #
##################################################
# ID RANGE 8625-8749

#####################################
# Petition to recognise bastard son #
#####################################

character_event = { #Your bastard son petitions you to recognise him as a legitimate heir

	id = 8625
	picture = "event_claim"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = ruler_child }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = not value = { type = trait value = suspicious } }
	}

	mean_time_to_happen = {

		months = 360

		modifier = {
			condition = { type = trait value = generous }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.5
		}
	}

	action_a = { #Not a chance, boy!
		effect = { type = loyalty value = -0.5 }
		effect = { type = random chance = 33
			effect = { type = add_trait value = vengeful }
		}
	}
	action_b = { #I'm not sure you're worthy
		effect = { type = loyalty value = -0.33 }
		effect = { type = add_trait value = suspicious }
		effect = { type = random chance = 50
			effect = { type = add_trait value = stress_symptom }
		}
	}
	action_c = { #I welcome you with open arms!
		effect = { type = prestige value = 25 }
		effect = { type = loyalty value = 1.0 }
		effect = { type = remove_trait value = bastard }
		effect = { type = trigger for = primary_heir value = 8626 }
		effect = { type = trigger for = other_heir value = 8627 }
#		effect = { type = trigger for = random_brother value = 8628 } #doesn't exist yet as target
		effect = { type = random chance = 40 
			effect = { type = trigger for = ruler value = 8629 }
		}
	}
}

#Best son't reaction
character_event = { #I hope he doesn't demand the throne next!

	id = 8626
	picture = "event_claim"

	#triggered by 8625

	action_a = { #The nerve of that bastard!
		effect = { type = loyalty value = -0.8 }
		effect = { type = prestige value = -25 }
		effect = { type = random chance = 50
			effect = { type = add_trait value = suspicious }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

#Worst son't reaction
character_event = { #That makes him a serious threat!

	id = 8627
	picture = "event_claim"

	#triggered by 8625

	action_a = { #I dispise them both!
		effect = { type = loyalty value = -1.0 }
		effect = { type = prestige value = -25 }
		effect = { type = random chance = 50
			effect = { type = add_trait value = vengeful }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = maniac }
		}
	}
}

#Random son's reaction
#character_event = { #What about me!
#
#	id = 8628
#	picture = "event_claim"
#
#	#triggered by 8625
#
#	action_a = { #I dispise them both!
#		effect = { type = loyalty value = -0.9 }
#		effect = { type = prestige value = -25 }
#		effect = { type = random chance = 25
#			effect = { type = add_trait value = vengeful }
#		}
#		effect = { type = random chance = 10
#			effect = { type = add_trait value = depression }
#		}
#	}
#}

#Father's reaction
character_event = { #You have granted your bastard son a place within your succession.

	id = 8629
	picture = "event_claim"

	#triggered by 8625

	action_a = { #I hope the nobility doesn't object.
		effect = { type = prestige value = -25 }
		effect = { type = random chance = 25
			effect = { type = add_trait value = generous }
		}
		effect = { type = random chance = 33
			effect = { type = loyalty for = primary_heir value = -0.9 }
			effect = { type = loyalty for = other_heir value = -0.9 }
			effect = { type = loyalty for = best_courtier value = -0.5 }
			effect = { type = loyalty for = worst_courtier value = -0.9 }
			effect = { type = loyalty for = random_courtier value = -0.7 }
			effect = { type = loyalty for = knight value = -0.7 }
			effect = { type = loyalty for = spymaster value = -0.5 } #this doesn't make his/her life any easier
			effect = { type = loyalty for = steward value = -0.5 } #this doesn't make his/her life any easier
		}
	}
}


########################################
# When the cat's away, the mice may... #
########################################
# is strongly influenced by a bastard in court

character_event = { #Your spymaster advises you that there is evidence that your newborn babe could not have been sired by you.

	id = 8630
	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = age value = 2 } }
		condition = { type = ruler_child }
		condition = { type = gender value = male }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = not value = { type = trait value = inbred } }
		condition = { type = father
			condition = { type = and
				condition = { type = is_alive }
				condition = { type = is_married }
				condition = { type = ruler }
			}
		}
		condition = { type = mother
			condition = { type = and
				condition = { type = is_alive }
				condition = { type = not value = { type = trait value = chaste } }
				condition = { type = not value = { type = spymaster } }
			}
		}
	}

	mean_time_to_happen = {
		months = 1500

		modifier = {
			condition = { type = father
				condition = { type = command }
			}
			factor = 0.1
		}
		modifier = {
			condition = { type = father
				condition = { type = siege }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = father
				condition = { type = or
					condition = { type = on_crusade }
					condition = { type = and
						condition = { type = atwar }
						condition = { type = not value = { type = enemy_same_religion } }
					}
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = or
					condition = { type = trait value = flamboyant_schemer }
					condition = { type = trait value = intricate_webweaver }
					condition = { type = and
						condition = { type = trait value = deceitful }
						condition = { type = intrigue value = 10 }
					}
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = or
					condition = { type = trait value = naive_wirepuller }
					condition = { type = trait value = illusive_shadow }
					condition = { type = and
						condition = { type = trait value = honest }
						condition = { type = intrigue value = 10 }
					}
				}
			}
			factor = 2
		}
		modifier = {
			condition = { type = father
				condition = { type = any_child
					condition = { type = and
						condition = { type = trait value = bastard }
						condition = { type = ruler_child } #must be living at home
						condition = { type = age value = 12 }
						condition = { type = not value = { type = trait value = honest } }
						condition = { type = or
							condition = { type = trait value = deceitful }
							condition = { type = trait value = suspicious }
						}
					}
				}
			}
			factor = 0.1
		}
		modifier = {
			condition = { type = father
				condition = { type = any_child
					condition = { type = and
						condition = { type = trait value = bastard }
						condition = { type = ruler_child } #must be living at home
						condition = { type = age value = 12 }
						condition = { type = not value = { type = trait value = honest } }
						condition = { type = not value = { type = trait value = deceitful } }
						condition = { type = not value = { type = trait value = suspicious } }
					}
				}
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = mother
				condition = { type = trait value = deceitful }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = mother
				condition = { type = trait value = honest }
			}
			factor = 2
		}
		modifier = {
			condition = { type = mother
				condition = { type = trait value = lustful }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = father
				condition = { type = trait value = chaste }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = father
				condition = { type = trait value = lustful }
			}
			factor = 3
		}
	}

	action_a = { #Sadly, I'm sure he's right.
		effect = { type = add_trait value = bastard }
		effect = { type = add_trait value = vengeful }
		effect = { type = loyalty value = -0.6 }
		effect = { type = trigger for = father value = 8631 } #Your son is revealed as bastard!
		effect = { type = trigger for = mother value = 8632 } #Your infidelity has been discovered!
	}
	Action_b = { #I refuse to believe it!
		effect = { type = prestige value = -15 }
		effect = { type = trigger for = father value = 8633 } #Ruler disbelieves his spymaster's evidence of his wife's infidelity
	}
}

character_event = { #Your son has been revealed as a bastard!

	id = 8631
	picture = "event_intrigue"

	#triggered by 8630A

	action_a = { #Oh dear!
		effect = { type = prestige value = -50 }
		effect = { type = add_trait value = trusting }
	}
}

character_event = { #Your husband has discovered your infidelity!

	id = 8632
	picture = "event_intrigue"

	#triggered by 8630A

	action_a = { #Oh dear!
		effect = { type = prestige value = -50 }
		effect = { type = add_trait value = deceitful }
		effect = { type = add_trait value = reckless }
		effect = { type = add_trait value = chaste }
		effect = { type = random chance = 33
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = { #You have disregarded your spymaster's proof of your wife's infidelity!

	id = 8633
	picture = "event_intrigue"

	#triggered by 8630B

	action_a = { #I just don't believe it's possible!
		effect = { type = loyalty for = spymaster value = -0.9 }
		effect = { type = add_trait value = suspicious }
		effect = { type = random chance = 50
			effect = { type = add_trait value = reckless }
		}
		effect = { type = random chance = 33
			effect = { type = add_trait value = arbitrary }
		}
	}
}

character_event = { #I must renounce the secular world and retire to a nunnery before any more ills befall me

	id = 8634
	picture = "event_religion"

	trigger = {
		condition = { type = trait value = deceitful }
		condition = { type = trait value = reckless }
		condition = { type = trait value = chaste }
		condition = { type = or
			condition = { type = trait value = stress_symptom }
			condition = { type = trait value = depression }
			condition = { type = trait value = maniac }
			condition = { type = trait value = schizofrenia }
		}
		condition = { type = gender value = female }
	}

	mean_time_to_happen = { #I shall never return
		months = 60
	}

	action_a = {
		effect = { type = death }
	}
}


#############################
# A Question of inheritance #
#############################

character_event = { #Your bastard son feels that he is equally deserving of inheritance and asks that you make fundamental changes to your laws to recognise this.

	id = 8635
	picture = "event_claim"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = ruler_child }
		condition = { type = not value = { type = primary_heir } }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = age value = 16 }
		condition = { type = or
			condition = { type = diplomacy value = 9 }
			condition = { type = intrigue value = 9 }
			condition = { type = martial value = 9 }
			condition = { type = stewardship value = 9 }
		}
		condition = { type = loyalty value = 0.51 }
		condition = { type = not value = { type = has_law value = { salic_gavelkind_law = yes } } }
		condition = { type = not value = { type = has_law value = { semisalic_gavelkind_law = yes } } }
	}

	mean_time_to_happen = {

		months = 240

		modifier = {
			condition = { type = trait value = proud }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 4 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 7 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 4 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 7 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = stewardship value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 14 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 4 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 7 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = diplomacy value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = diplomacy value = 14 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = martial value = 4 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = martial value = 7 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = martial value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 14 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.75 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = generous }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = selfish }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = merciful }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = cruel }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.99 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.8 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.4 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.2 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = county }
			}
			factor = 2
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = kingdom }
			}
			factor = 0.75
		}
	}

	action_a = { #Unthinkable!
		effect = { type = loyalty value = -0.4 }
		effect = { type = random chance = 66
			effect = { type = add_trait value = vengeful }
		}
	}
	action_b = { #My laws stand, but I will make you an heir
		effect = { type = loyalty value = -0.25 }
		effect = { type = prestige scale = 0.5 }
		effect = { type = remove_trait value = bastard }
		effect = { type = random chance = 66
			effect = { type = add_trait value = stress_symptom }
		}
		effect = { type = random chance = 33
			effect = { type = add_trait value = vengeful }
		}
	}
	action_c = { #I agree wholeheartedly!
		effect = { type = loyalty value = 1.0 }
		effect = { type = prestige value = 2 }
		effect = { type = remove_trait value = bastard }
		effect = { type = add_title_claim value = ruler }
		effect = { type = set_law value = salic_gavelkind_law }
	}
}

##################################
# Bastard demands legitimization #
##################################

character_event = { #Am I not all that any son could be? I ask that I be included in the succession!

		id = 8636
		picture = "event_claim"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = primary_heir } }
		condition = { type = or
			condition = { type = diplomacy value = 6 }
			condition = { type = intrigue value = 6 }
			condition = { type = martial value = 6 }
			condition = { type = stewardship value = 6 }
		}
		condition = { type = loyalty value = 0.51 }
		condition = { type = ruler_child }
	}

	mean_time_to_happen = {

		months = 180

		modifier = {
			condition = { type = trait value = proud }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 6 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 12 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 3 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 6 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = stewardship value = 9 }
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 12 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 3 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 6 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = diplomacy value = 9 }
			factor = 0.9
		}
		modifier = {
			condition = { type = diplomacy value = 12 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = martial value = 3 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = martial value = 6 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = martial value = 9 }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 12 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = generous }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = selfish }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = merciful }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = cruel }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.99 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.8 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.4 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.2 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = county }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = kingdom }
			}
			factor = 0.5
		}
	}

	action_a = { #Unthinkable!
		effect = { type = loyalty value = -0.4 }
		effect = { type = random chance = 66
			effect = { type = add_trait value = vengeful }
		}
	}
	action_b = { #Yes, you are a worthy heir
		effect = { type = loyalty value = 1.0 }
		effect = { type = prestige scale = 0.5 }
		effect = { type = remove_trait value = bastard }
		effect = { type = add_title_claim value = ruler }
	}
}

####################################################
# Bastard wants a court position...no matter what! #
####################################################

character_event = { #Am I not deserving of a higher office?

	id = 8637
	picture = "event_default"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = ruler_child }
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = { type = or
			condition = { type = martial value = 10 }
			condition = { type = and
				condition = { type = martial value = 6 }
				condition = { type = or
					condition = { type = trait value = martial_education }
					condition = { type = trait value = misguided_warrior }
					condition = { type = trait value = tough_soldier }
					condition = { type = trait value = knowledged_tactician }
					condition = { type = trait value = brilliant_strategist }
				}
			}
		}
		condition = { type = not value = { type = marshal } }
		condition = { type = not value = { type = steward } }
		condition = { type = not value = { type = chancellor } }
		condition = { type = not value = { type = spymaster } }
		condition = { type = not value = { type = chaplain } }
	}

	mean_time_to_happen = {

		months = 60

		modifier = {
			condition = { type = trait value = proud }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = martial value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 12 }
			factor = 0.85
		}
		modifier = {
			condition = { type = martial value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = martial value = 14 }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = generous }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.85
		}
	}

	action_a = { #No, I already have a good marshal
		effect = { type = loyalty value = -0.4 }
		effect = { type = random chance = 33
			effect = { type = add_trait value = vengeful }
		}
	}
	action_b = { #Yes, that seems reasonable
		effect = { type = prestige value = 10 }
		effect = { type = loyalty value = 1.0 }
		effect = { type = marshal }
	}
}

character_event = { #Am I not deserving of a higher office?

	id = 8638
	picture = "event_default"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = ruler_child }
		condition = { type = age value = 16 }
		condition = { type = or
			condition = { type = stewardship value = 10 }
			condition = { type = and
				condition = { type = stewardship value = 6 }
				condition = { type = or
					condition = { type = trait value = court_education }
					condition = { type = trait value = hole_in_the_pocket }
					condition = { type = trait value = proven_accountant }
					condition = { type = trait value = fortune_builder }
					condition = { type = trait value = midas_touched }
				}
			}
		}
		condition = { type = not value = { type = marshal } }
		condition = { type = not value = { type = steward } }
		condition = { type = not value = { type = chancellor } }
		condition = { type = not value = { type = spymaster } }
		condition = { type = not value = { type = chaplain } }
	}

	mean_time_to_happen = {

		months = 60

		modifier = {
			condition = { type = trait value = proud }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = stewardship value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 12 }
			factor = 0.85
		}
		modifier = {
			condition = { type = stewardship value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = stewardship value = 14 }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = generous }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.85
		}
	}

	action_a = { #No, I already have a good steward
		effect = { type = loyalty value = -0.4 }
		effect = { type = random chance = 33
			effect = { type = add_trait value = vengeful }
		}
	}
	action_b = { #Yes, that seems reasonable
		effect = { type = prestige value = 10 }
		effect = { type = loyalty value = 1.0 }
		effect = { type = steward }
	}
}

character_event = { #Am I not deserving of a higher office?

	id = 8639
	picture = "event_default"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = ruler_child }
		condition = { type = age value = 16 }
		condition = { type = or
			condition = { type = diplomacy value = 10 }
			condition = { type = and
				condition = { type = diplomacy value = 6 }
				condition = { type = or
					condition = { type = trait value = court_education }
					condition = { type = trait value = amateurish_pettifogger }
					condition = { type = trait value = proven_dealbreaker }
					condition = { type = trait value = charismatic_negotiator }
					condition = { type = trait value = grey_eminence }
				}
			}
		}
		condition = { type = not value = { type = marshal } }
		condition = { type = not value = { type = steward } }
		condition = { type = not value = { type = chancellor } }
		condition = { type = not value = { type = spymaster } }
		condition = { type = not value = { type = chaplain } }
	}

	mean_time_to_happen = {

		months = 60

		modifier = {
			condition = { type = trait value = proud }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = diplomacy value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = diplomacy value = 12 }
			factor = 0.85
		}
		modifier = {
			condition = { type = diplomacy value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = diplomacy value = 14 }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = generous }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.85
		}
	}

	action_a = { #No, I already have a good chancellor
		effect = { type = loyalty value = -0.4 }
		effect = { type = random chance = 33
			effect = { type = add_trait value = vengeful }
		}
	}
	action_b = { #Yes, that seems reasonable
		effect = { type = prestige value = 10 }
		effect = { type = loyalty value = 1.0 }
		effect = { type = chancellor }
	}
}

character_event = { #Am I not deserving of a higher office?

	id = 8640
	picture = "event_default"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = ruler_child }
		condition = { type = age value = 16 }
		condition = { type = or
			condition = { type = intrigue value = 10 }
			condition = { type = and
				condition = { type = intrigue value = 6 }
				condition = { type = or
					condition = { type = trait value = court_education }
					condition = { type = trait value = naive_wirepuller }
					condition = { type = trait value = flamboyant_schemer }
					condition = { type = trait value = intricate_webweaver }
					condition = { type = trait value = illusive_shadow }
				}
			}
		}
		condition = { type = not value = { type = marshal } }
		condition = { type = not value = { type = steward } }
		condition = { type = not value = { type = chancellor } }
		condition = { type = not value = { type = spymaster } }
		condition = { type = not value = { type = chaplain } }
	}

	mean_time_to_happen = {

		months = 60

		modifier = {
			condition = { type = trait value = proud }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 12 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.8
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = generous }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.85
		}
	}

	action_a = { #No, I already have a good spymaster
		effect = { type = loyalty value = -0.4 }
		effect = { type = random chance = 33
			effect = { type = add_trait value = vengeful }
		}
	}
	action_b = { #Yes, that seems reasonable
		effect = { type = prestige value = 10 }
		effect = { type = loyalty value = 1.0 }
		effect = { type = spymaster }
	}
}

character_event = { #Am I not deserving of a higher office?

	id = 8641
	picture = "event_default"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = ruler_child }
		condition = { type = age value = 16 }
		condition = { type = gender value = male }
		condition = { type = not value = { type = trait value = excommunicated } }
		condition = { type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = { type = piety value = 0 }
		condition = { type = or
			condition = { type = trait value = detached_priest }
			condition = { type = trait value = martial_cleric }
			condition = { type = trait value = scholarly_theologian }
			condition = { type = trait value = mastermind_theologian }
		}
		condition = { type = not value = { type = marshal } }
		condition = { type = not value = { type = steward } }
		condition = { type = not value = { type = chancellor } }
		condition = { type = not value = { type = spymaster } }
		condition = { type = not value = { type = chaplain } }
		condition = { type = or
			condition = { type = and
				condition = { type = trait value = heretic }
				condition = { type = ruler_csc
					condition = { type = trait value = heretic }
				}
			}
			condition = { type = and
				condition = { type = not value = { type = trait value = heretic } }
				condition = { type = ruler_csc
					condition = { type = not value = { type = trait value = heretic } }
				}
			}
		}
	}

	mean_time_to_happen = {

		months = 60

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = piety value = 10 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 25 }
			factor = 0.85
		}
		modifier = {
			condition = { type = piety value = 50 }
			factor = 0.8
		}
		modifier = {
			condition = { type = piety value = 100 }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = generous }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.85
		}
	}

	action_a = { #No, I already have a good diocese bishop
		effect = { type = loyalty value = -0.4 }
		effect = { type = random chance = 33
			effect = { type = add_trait value = vengeful }
		}
	}
	action_b = { #Yes, that seems reasonable
		effect = { type = prestige value = 10 }
		effect = { type = loyalty value = 1.0 }
		effect = { type = chaplain }
	}
}

##################################################################
# You have all this land and you aren't giving any of it to me?! #
##################################################################

character_event = { #Your bastard son is upset that you haven't given him a demesne of his own to rule as your vassal.

	id = 8642
	picture = "event_default"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = primary_heir } }
		condition = { type = ruler_child } #this might be a bit redundant but better safe than sorry...
		condition = { type = age value = 16 }
		condition = { type = gender value = male }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = not value = { type = efficiency value = 1.0 } }
	}

	mean_time_to_happen = {

		months = 60

		modifier = {
			condition = { type = trait value = proud }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 6 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 12 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 3 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 6 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = stewardship value = 9 }
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 12 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 3 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 6 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = diplomacy value = 9 }
			factor = 0.9
		}
		modifier = {
			condition = { type = diplomacy value = 12 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = martial value = 3 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = martial value = 6 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = martial value = 9 }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 12 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.6 } }
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = generous }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = selfish }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = merciful }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = cruel }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.8 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.4 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = efficiency value = 0.2 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = county }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = kingdom }
			}
			factor = 0.5
		}
	}

	action_a = { #Of course! You're a bastard!
		effect = { type = add_trait value = vengeful }
		effect = { type = loyalty value = -0.75 }
		effect = { type = random chance = 25
			effect = { type = add_trait value = stress_symptom }
		}
	}
	action_b = { #Sorry! That was an oversight.
		effect = { type = loyalty value = -0.33 }
		effect = { type = random chance = 33
			effect = { type = add_trait value = stress_symptom }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = vengeful }
		}
	}
}

#############################################################################
# A ruler's heir is discreditted by a bastard sibbling - young, dad's court #
#############################################################################

character_event = { #There's a rather nasty rumour circulating court about something you supposedly did to a servant.

	id = 8643
	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = not value = { type = ruler } } #probably redundant but...
		condition = { type = gender value = male }
		condition = { type = age value = 6 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = ruler_csc
			condition = { type = any_child
				condition = { type = and
					condition = { type = trait value = bastard }
					condition = { type = is_alive }
					condition = { type = age value = 7 }
					condition = { type = intrigue value = 5 }
					condition = { type = or
						condition = { type = trait value = vengeful }
						condition = { type = trait value = suspicious }
					}
				}
			}
		}
	}

	mean_time_to_happen = {

		months = 480

		modifier = {
			condition = { type = primary_heir }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 4 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 15 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = any_child
					condition = { type = and
						condition = { type = trait value = bastard }
						condition = { type = age value = 7 }
						condition = { type = intrigue value = 5 }
						condition = { type = trait value = vengeful }
					}
				}
			}
			factor = 0.75
		}
	}

	action_a = { #But I didn't do it!
		effect = { type = add_trait value = cruel }
		effect = { type = random chance = 25
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = { #There's a rather nasty rumour circulating court about how lazy you are.

	id = 8644
	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = not value = { type = ruler } } #probably redundant but...
		condition = { type = gender value = male }
		condition = { type = age value = 6 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = ruler_csc
			condition = { type = any_child
				condition = { type = and
					condition = { type = trait value = bastard }
					condition = { type = age value = 7 }
					condition = { type = is_alive }
					condition = { type = intrigue value = 5 }
					condition = { type = or
						condition = { type = trait value = vengeful }
						condition = { type = trait value = suspicious }
					}
				}
			}
		}
	}

	mean_time_to_happen = {

		months = 480

		modifier = {
			condition = { type = primary_heir }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 4 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 15 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = any_child
					condition = { type = and
						condition = { type = trait value = bastard }
						condition = { type = age value = 7 }
						condition = { type = intrigue value = 5 }
						condition = { type = trait value = vengeful }
					}
				}
			}
			factor = 0.75
		}
	}

	action_a = { #But I'm not!
		effect = { type = add_trait value = lazy }
		effect = { type = random chance = 10
			effect = { type = add_trait value = stress_symptom }
		}
	}
}


character_event = { #There's a rumour circulating around court that you've been questioning your faith.

	id = 8645
	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = not value = { type = ruler } } #probably redundant but...
		condition = { type = gender value = male }
		condition = { type = age value = 11 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = ruler_csc
			condition = { type = any_child
				condition = { type = and
					condition = { type = trait value = bastard }
					condition = { type = age value = 7 }
					condition = { type = is_alive }
					condition = { type = intrigue value = 5 }
					condition = { type = or
						condition = { type = trait value = vengeful }
						condition = { type = trait value = suspicious }
					}
				}
			}
		}
	}

	mean_time_to_happen = {

		months = 480

		modifier = {
			condition = { type = primary_heir }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = zealous }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 4 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 15 }
			factor = 1.1
		}
		modifier = {
			condition = { type = piety value = 10 }
			factor = 1.1
		}
		modifier = {
			condition = { type = piety value = 25 }
			factor = 1.1
		}
		modifier = {
			condition = { type = piety value = 50 }
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = any_child
					condition = { type = and
						condition = { type = trait value = bastard }
						condition = { type = age value = 7 }
						condition = { type = intrigue value = 5 }
						condition = { type = trait value = vengeful }
					}
				}
			}
			factor = 0.75
		}
	}

	action_a = { #But...but...that isn't true!
		effect = { type = add_trait value = sceptical }
		effect = { type = random chance = 33
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

#####################################
# Diabolical! A snake in the grass! #
#####################################

character_event = { #The door to your bedchamber opens suddenly!

	id = 8646
	picture = "event_crime"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = age value = 16 }
		condition = { type = or
			condition = { type = trait value = vengeful }
			condition = { type = trait value = suspicious }
		}
		condition = { type = ruler_csc
			condition = { type = not value = { type = atwar } }
		}
	}

	mean_time_to_happen = {

		months = 360

		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 0.95
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 1.05
		}
		modifier = {
			condition = { type = trait value = scholarly_theologian }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = mastermind_theologian }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 7 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 9 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 12 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 16 }
			factor = 0.75
		}
		modifier = {
			condition = { type = spymaster }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 8 }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 11 }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 14 }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = spymaster } }
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 10 }
				}
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = spymaster } }
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 13 }
				}
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = spymaster } }
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 16 }
				}
			}
			factor = 2
		}
	}

	action_a = { #Ack! Help! Assassin!
		effect = { type = random chance = 75
			effect = { type = death value = ruler }
		}
		effect = { type = random chance = 25 #chance that you are caught
			effect = { type = add_trait value = kinslayer }
		}
	}
}

character_event = { #There is a scream heard throughout the castle!

	id = 8647
	picture = "event_crime"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = age value = 16 }
		condition = { type = or
			condition = { type = trait value = vengeful }
			condition = { type = trait value = suspicious }
		}
		condition = { type = ruler_csc
			condition = { type = not value = { type = atwar } }
		}
		condition = { type = ruler_csc
			condition = { type = any_child
				condition = { type = and
					condition = { type = primary_heir }
					condition = { type = not value = { type = trait value = bastard } }
					condition = { type = ruler_child }
					condition = { type = gender value = male }
					condition = { type = is_alive }
				}
			}
		}
	}

	mean_time_to_happen = {

		months = 240

		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 0.95
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 1.05
		}
		modifier = {
			condition = { type = trait value = scholarly_theologian }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = mastermind_theologian }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 7 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 9 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = intrigue value = 10 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 12 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 16 }
			factor = 0.75
		}
		modifier = {
			condition = { type = spymaster }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 8 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 11 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = intrigue value = 14 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = spymaster } }
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 10 }
				}
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = spymaster } }
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 13 }
				}
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = spymaster } }
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 16 }
				}
			}
			factor = 1.25
		}
	}

	action_a = { #What can it be?
		effect = { type = random chance = 15 #less chance of being caught when murdering your brother
			effect = { type = add_trait value = kinslayer }
		}
		effect = { type = trigger for = ruler value = 8648 }
	}
}

character_event = { #It sounded like a terrible struggle...and it came from my son's room!

	id = 8648
	picture = "event_intrigue"

	#triggered by 8647

	action_a = {#Dear God! Noooooo!!!
		effect = { type = death value = primary_heir }
	}
}

########################################
# Reconciliation with vengeful bastard #
########################################

character_event = { #Perhaps this vengeful feud has gone on long enough?

	id = 8649
	picture = "event_claim"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = age value = 10 }
	}

	mean_time_to_happen = {

		months = 240

		modifier = {
			condition = { type = not value = { type = age value = 16 } }
			factor = 2
		}
		modifier = {
			condition = { type = age value = 25 }
			factor = 0.9
		}
		modifier = {
			condition = { type = age value = 35 }
			factor = 0.9
		}
		modifier = {
			condition = { type = age value = 45 }
			factor = 0.9
		}
		modifier = {
			condition = { type = or
				condition = { type = marshal }
				condition = { type = steward }
				condition = { type = chancellor }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = spymaster }
			factor = 1.5
		}
		modifier = {
			condition = { type = chaplain }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.85
		}
	}

	action_a = { #It is time to patch things up
		effect = { type = remove_trait value = vengeful }
		effect = { type = piety value = 5 }
	}
	action_b = { #No. I still hunger for blood!
		effect = { type = piety value = -10 }
		effect = { type = random chance = 50
			effect = { type = add_trait value = maniac }
		}
	}
}

########################################
# Reconciliation with vengeful bastard #
########################################

character_event = { #Perhaps this vengeful feud has gone on long enough?

	id = 8650
	picture = "event_claim"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = trait value = suspicious }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = age value = 10 }
	}

	mean_time_to_happen = {

		months = 180

		modifier = {
			condition = { type = not value = { type = age value = 16 } }
			factor = 2
		}
		modifier = {
			condition = { type = age value = 25 }
			factor = 0.9
		}
		modifier = {
			condition = { type = age value = 35 }
			factor = 0.9
		}
		modifier = {
			condition = { type = age value = 45 }
			factor = 0.9
		}
		modifier = {
			condition = { type = or
				condition = { type = marshal }
				condition = { type = steward }
				condition = { type = chancellor }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = spymaster }
			factor = 1.5
		}
		modifier = {
			condition = { type = chaplain }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = depression }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.85
		}
	}

	action_a = { #It is time to patch things up
		effect = { type = remove_trait value = suspicious }
		effect = { type = piety value = 5 }
	}
	action_b = { #No. Now I hunger for blood!
		effect = { type = piety value = -5 }
		effect = { type = add_trait value = vengeful }
	}
}

################################
# Recognise me now...or never! #
################################

character_event = { #I demand that you recognise me as a legitimate heir!

	id = 8651
	picture = "event_claim"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = not value = { type = primary_heir } }
		condition = { type = ruler_child }
		condition = { type = age value = 16 }
		condition = { type = ruler_csc
			condition = { type = not value = { type = atwar }}
		}
	}

	mean_time_to_happen = {

		months = 120

		modifier = {
			condition = { type = trait value = proud }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 12 }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 9 }
			factor = 1.1
		}
		modifier = {
			condition = { type = stewardship value = 12 }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = diplomacy value = 9 }
			factor = 1.1
		}
		modifier = {
			condition = { type = diplomacy value = 12 }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = martial value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = martial value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 9 }
			factor = 1.1
		}
		modifier = {
			condition = { type = martial value = 12 }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.6 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.4 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.2 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = or
				condition = { type = marshal }
				condition = { type = steward }
				condition = { type = chancellor }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = spymaster }
			factor = 1.5
		}
		modifier = {
			condition = { type = chaplain }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = generous }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = selfish }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = merciful }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = cruel }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.85
		}
	}

	action_a = { #No! Never!
		effect = { type = add_title_claim value = ruler }
		effect = { type = courtier_defect value = best_neighbor }
		effect = { type = loyalty value = 1.0 }
	}
	action_b = { #I may regret this.
		effect = { type = prestige value = 25 }
		effect = { type = loyalty value = 0.5 }
		effect = { type = remove_trait value = bastard }
		effect = { type = remove_trait value = vengeful }
		effect = { type = trigger for = primary_heir value = 8626 }
		effect = { type = trigger for = other_heir value = 8627 }
#		effect = { type = trigger for = random_son value = 8628 }
		effect = { type = random chance = 50
			effect = { type = trigger for = ruler value = 8629 }
		}
	}
}


character_event = { #I demand that you recognise me as a legitimate heir!

	id = 8652
	picture = "event_claim"

	trigger = {
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = not value = { type = primary_heir } }
		condition = { type = ruler_child }
		condition = { type = age value = 16 }
		condition = { type = ruler_csc
			condition = { type = atwar }
		}
	}

	mean_time_to_happen = {

		months = 48

		modifier = {
			condition = { type = trait value = proud }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 12 }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 9 }
			factor = 1.1
		}
		modifier = {
			condition = { type = stewardship value = 12 }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = diplomacy value = 9 }
			factor = 1.1
		}
		modifier = {
			condition = { type = diplomacy value = 12 }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = martial value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = martial value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 9 }
			factor = 1.1
		}
		modifier = {
			condition = { type = martial value = 12 }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.6 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.4 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.2 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = or
				condition = { type = marshal }
				condition = { type = steward }
				condition = { type = chancellor }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = spymaster }
			factor = 1.5
		}
		modifier = {
			condition = { type = chaplain }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = generous }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = selfish }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = merciful }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = cruel }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 0.85
		}
	}

	action_a = { #No! Never!
		effect = { type = add_title_claim value = ruler }
		effect = { type = courtier_defect value = random_enemy }
		effect = { type = loyalty value = 1.0 }
	}
	action_b = { #I may regret this...
		effect = { type = prestige value = 25 }
		effect = { type = loyalty value = 0.5 }
		effect = { type = remove_trait value = bastard }
		effect = { type = remove_trait value = vengeful }
		effect = { type = trigger for = primary_heir value = 8626 }
		effect = { type = trigger for = other_heir value = 8627 }
#		effect = { type = trigger for = random_son value = 8628 }
		effect = { type = random chance = 66
			effect = { type = trigger for = ruler value = 8629 }
		}
	}
}


##############################
# More bastards leaving home #
##############################

character_event = { #I can see now that you will never trust me enough to accept me.

	id = 8653
	picture = "event_claim"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = loyalty value = 0.5 } }
	}

	mean_time_to_happen = {

		months = 36

		modifier = {
			condition = { type = trait value = honest }
			factor = 5
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.4 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.3 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.2 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.1 } }
			factor = 0.5
		}
	}

	action_a = { #So I'm leaving!
		effect = { type = courtier_defect value = random_neighbor }
		effect = { type = loyalty value = 1.0 }
		effect = { type = random chance = 25
			effect = { type = add_trait value = vengeful }
			effect = { type = add_title_claim value = ruler }
		}
	}
}


character_event = { #I can see now that you will never trust me enough to accept me.

	id = 8654
	picture = "event_claim"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = trait value = suspicious }
		condition = { type = age value = 16 }
		condition = { type = not value = { type = loyalty value = 0.5 } }
	}

	mean_time_to_happen = {

		months = 24

		modifier = {
			condition = { type = trait value = honest }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.4 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.3 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.2 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.1 } }
			factor = 0.5
		}
	}

	action_a = { #So I'm leaving!
		effect = { type = courtier_defect value = random_neighbor }
		effect = { type = loyalty value = 1.0 }
		effect = { type = random chance = 75
			effect = { type = add_trait value = vengeful }
			effect = { type = add_title_claim value = ruler }
		}
	}
}


###################################################
# Bastards have a more stressful life than others #
###################################################

character_event = { #The other children at court tease you relentlessly about your inferior status

	id = 8655
	picture = "event_sickness"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = age value = 4 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {

		months = 500

		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.66
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.33
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.25
		}
	}

	action_a = { #It's a stressful situation
		effect = { type = add_trait value = stress_symptom }
	}
}

character_event = { #The life of a bastard at court can be incredibly difficult at times

	id = 8656
	picture = "event_madness"

	trigger = {
		condition = { type = not value = { type = ruler } }
		condition = { type = trait value = bastard }
		condition = { type = age value = 10 }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {

		months = 2400

		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.95
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 1.05
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.95
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.15
		}
		modifier = {
			condition = { type = or
				condition = { type = marshal }
				condition = { type = steward }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = chaplain }
			}
			factor = 1.5
		}
	}

	action_a = { #It's very depressing!
		effect = { type = remove_trait value = stress_symptom }
		effect = { type = add_trait value = depression }
	}
}


character_event = { #The life of a bastard at court can be incredibly difficult at times

	id = 8657
	picture = "event_madness"

	trigger = {
		condition = { type = not value = { type = ruler } }
		condition = { type = trait value = bastard }
		condition = { type = age value = 15 }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {

		months = 2400

		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.05
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.95
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.25
		}
		modifier = {
			condition = { type = or
				condition = { type = marshal }
				condition = { type = steward }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = chaplain }
			}
			factor = 1.5
		}
	}

	action_a = { #It's driving me mad!
		effect = { type = remove_trait value = stress_symptom }
		effect = { type = add_trait value = maniac }
	}
}

character_event = { #The life of a bastard at court can be incredibly difficult at times

	id = 8658
	picture = "event_madness"

	trigger = {
		condition = { type = not value = { type = ruler } }
		condition = { type = trait value = bastard }
		condition = { type = age value = 12 }
		condition = { type = not value = { type = trait value = depression } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
	}

	mean_time_to_happen = {

		months = 2400

		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 0.25
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.25
		}
		modifier = {
			condition = { type = or
				condition = { type = marshal }
				condition = { type = steward }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = chaplain }
			}
			factor = 1.5
		}
	}

	action_a = { #I'm of two minds about it!
		effect = { type = remove_trait value = stress_symptom }
		effect = { type = add_trait value = schizofrenia }
	}
}


########################################################
# An honest bastard isn't always what he appears to be #
########################################################

character_event = { #Despite my father's kindness, I really resent my lot in life.

	id = 8659
	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = trait value = honest }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = age value = 10 }
	}

	mean_time_to_happen = {

		months = 600

		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.15
		}
		modifier = {
			condition = { type = or
				condition = { type = marshal }
				condition = { type = steward }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = chaplain }
			}
			factor = 2
		}
	}

	action_a = { #I will pursue a new course!
		effect = { type = add_trait value = vengeful }
		effect = { type = loyalty value = -0.2 }
	}
}

character_event = { #Despite my father's kindness, I really don't trust his motives.

	id = 8660
	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = trait value = honest }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = age value = 10 }
	}

	mean_time_to_happen = {

		months = 600

		modifier = {
			condition = { type = trait value = stress_symptom }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.5
		}
		modifier = {
			condition = { type = or
				condition = { type = marshal }
				condition = { type = steward }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = chaplain }
			}
			factor = 2
		}
	}

	action_a = { #I have increasing suspicions!
		effect = { type = add_trait value = suspicious }
		effect = { type = loyalty value = -0.2 }
	}
}


#############################################################
# Good stuff can happen when a bastard wants to overachieve #
#############################################################

#
# any officer
#

character_event = { #Seeking your favour, your bastard son has been particularly heroic on the field of battle!

	id = 8661
	picture = "event_battle"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = trait value = valorous } }
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = command }
		condition = { type = combat }
	}

	mean_time_to_happen = {

		days = 180

		modifier = {
			condition = { type = marshal }
			factor = 0.25
		}
		modifier = {
			condition = { type = spymaster }
			factor = 4
		}
		modifier = {
			condition = { type = chancellor }
			factor = 3
		}
		modifier = {
			condition = { type = steward }
			factor = 2
		}
		modifier = {
			condition = { type = chaplain }
			factor = 10
		}
		modifier = {
			condition = { type = not value = { type = martial value = 3 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = martial value = 6 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = martial value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 11 }
			factor = 0.85
		}
		modifier = {
			condition = { type = martial value = 14 }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = on_crusade }
			}
			factor = 0.75
		}
	}

	action_a = { #Most impressive!
		effect = { type = add_trait value = valorous }
		effect = { type = martial value = 2 }
		effect = { type = random chance = 33
			effect = { type = add_trait value = reckless }
		}
		effect = { type = random chance = 15
			effect = { type = add_trait value = war_invalid }
		}
	}
}

#
# Marshal
#

character_event = { #Your bastard son has single-handedly lead his forces to capture the city!

	id = 8662
	picture = "event_battle"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = marshal }
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = command }
		condition = { type = siege }
	}

	mean_time_to_happen = {

		months = 60

		modifier = {
			condition = { type = not value = { type = martial value = 3 } }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = martial value = 6 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = martial value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 14 }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.95
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.35
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = on_crusade }
			}
			factor = 0.85
		}
	}

	action_a = { #An amazing achievement!
		effect = { type = win_siege }
		effect = { type = martial value = 1 }
		effect = { type = prestige value = 50 }
		effect = { type = random chance = 33
			effect = { type = add_trait value = reckless }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = war_invalid }
		}
	}
}


character_event = { #Your bastard son has single-handedly assembled a regiment of volunteers who offer you their services.

	id = 8663
	picture = "event_mercenaries"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = marshal }
		condition = { type = not value = { type = command } }
		condition = { type = ruler_csc
			condition = { type = atwar }
		}
	}

	mean_time_to_happen = {

		months = 96

		modifier = {
			condition = { type = not value = { type = martial value = 3 } }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = martial value = 6 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = martial value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = martial value = 14 }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.95
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.35
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = on_crusade }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = not value = { type = enemy_same_religion } }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = capital
				condition = { type = not value = { type = realm_regiments value = 5 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = capital
				condition = { type = not value = { type = realm_regiments value = 3 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = capital
				condition = { type = not value = { type = realm_regiments value = 2 } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = capital
				condition = { type = not value = { type = realm_regiments value = 1 } }
			}
			factor = 0.8
		}

	}

	action_a = { #They may be sorely needed!
		ai_chance = 95
		effect = { type = prestige value = 25 }
		effect = { type = add_regiment #this to default to the character's culture and capital province tech level
				strength = {
					heavy_cav = 100 
					light_cav = 300 
					heavy_inf = 300 
					pikemen = 300 
					archers = 300
					militia = 500
				}
		}
	}
	action_b = { #Thanks, but I don't need them.
		ai_chance = 5
		effect = { type = prestige value = 5 }
	}
}

#
# Steward
#

character_event = { #Your bastard son has managed to collect on some overdue tithes as your steward.

	id = 8665
	picture = "event_default"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = steward }
	}

	mean_time_to_happen = {

		months = 100

		modifier = {
			condition = { type = not value = { type = stewardship value = 3 } }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 6 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = stewardship value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 14 }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = hole_in_the_pocket }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = proven_accountant }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = fortune_builder }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = midas_touched }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.25
		}
	}

	action_a = { #Most impressive! Keep some for yourself.
		effect = { type = prestige value = 10 }
		effect = { type = stewardship value = 1 }
		effect = { type = gold scale = 0.1 }
		effect = { type = trigger for = ruler value = 8666 }
	}
}

character_event = { #The balance of the overdue tithes go to your realm's coffers

	id = 8666
	picture = "event_default"

	#triggered by 8665

	action_a = { #Well done!
		effect = { type = gold scale = 2.0 }
	}
}

character_event = { #Your bastard son has made impressive gains as your steward!

	id = 8667
	picture = "event_agriculture2"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = steward }
	}

	mean_time_to_happen = {

		months = 180

		modifier = {
			condition = { type = not value = { type = stewardship value = 3 } }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = stewardship value = 6 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = stewardship value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = stewardship value = 14 }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = hole_in_the_pocket }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = proven_accountant }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = fortune_builder }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = midas_touched }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.25
		}
	}

	action_a = { #That's great!
		effect = { type = prestige value = 25 }
		effect = { type = stewardship value = 2 }
		effect = { type = trigger for = ruler value = 8668 }
		effect = { type = random chance = 25
			effect = { type = trigger for = ruler value = 8669 }
		}
		effect = { type = random chance = 20
			effect = { type = trigger for = ruler value = 8670 }
		}
		effect = { type = random chance = 15
			effect = { type = trigger for = ruler value = 8671 }
		}
		effect = { type = random chance = 10
			effect = { type = trigger for = ruler value = 8672 }
		}
		effect = { type = random chance = 5
			effect = { type = trigger for = ruler value = 8673 }
		}
	}
}

character_event = { #Your bastard son's achievements as your steward

	id = 8668
	picture = "event_default"

	#triggered by 8667

	action_a = { #Nice!
		effect = { type = add_province_effect value = rich }
	}
}

character_event = { #Your bastard son's achievements as your steward

	id = 8669
	picture = "event_default"

	#triggered by 8667

	action_a = { #Nice!
		effect = { type = add_next_advance value = two_field_system }
	}
}
character_event = { #Your bastard son's achievements as your steward

	id = 8670
	picture = "event_default"

	#triggered by 8667

	action_a = { #Nice!
		effect = { type = add_next_advance value = wood_plows }
	}
}
character_event = { #Your bastard son's achievements as your steward

	id = 8671
	picture = "event_default"

	#triggered by 8667

	action_a = { #Nice!
		effect = { type = add_next_advance value = chickens }
	}
}
character_event = { #Your bastard son's achievements as your steward

	id = 8672
	picture = "event_default"

	#triggered by 8667

	action_a = { #Nice!
		effect = { type = add_next_advance value = saltrefinery }
	}
}

character_event = { #Your bastard son's achievements as your steward

	id = 8673
	picture = "event_default"

	#triggered by 8667

	action_a = { #Nice!
		effect = { type = add_next_advance value = stonepit }
	}
}

#
# Chancellor
#

character_event = { #Your bastard son has made great strides as your chancellor to improve your realm's standing.

	id = 8674
	picture = "event_claim"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = chancellor }
	}

	mean_time_to_happen = {

		months = 100

		modifier = {
			condition = { type = not value = { type = diplomacy value = 3 } }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 6 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = diplomacy value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = diplomacy value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = diplomacy value = 14 }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = amateurish_pettifogger }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = proven_dealbreaker }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = charismatic_negotiator }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = grey_eminence }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.25
		}
	}

	action_a = { #Most impressive!
		effect = { type = prestige value = 10 }
		effect = { type = diplomacy value = 1 }
		effect = { type = trigger for = ruler value = 8675 }
	}
}


character_event = { #My bastard son has helped my prestige a lot!

	id = 8675
	picture = "event_claim"

	#triggered by 8674

	action_a = { #I am very pleased!
		effect = { type = prestige value = 150 }
	}
}

character_event = { #Your bastard son has made great strides as your chancellor to improve your vassal's loyalty.

	id = 8676
	picture = "event_claim"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = chancellor }
		condition = { type = ruler_csc
			condition = { type = has_vassal }
		}
	}

	mean_time_to_happen = {

		months = 100

		modifier = {
			condition = { type = not value = { type = diplomacy value = 3 } }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = diplomacy value = 6 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = diplomacy value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = diplomacy value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = diplomacy value = 14 }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = amateurish_pettifogger }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = proven_dealbreaker }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = charismatic_negotiator }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = grey_eminence }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.25
		}
	}

	action_a = { #Most impressive!
		effect = { type = prestige value = 10 }
		effect = { type = diplomacy value = 1 }
		effect = { type = trigger for = ruler value = 8677 }
	}
}

character_event = { #My realm will now be much easier to govern.

	id = 8677
	picture = "event_claim"

	#triggered by 8676

	action_a = { #Great!
		effect = { type = prestige value = 25 }
		effect = { type = loyalty for = worst_vassal value = 1.0 }
		effect = { type = random chance = 75
			effect = { type = loyalty for = best_vassal value = 1.0 }
		}
		effect = { type = random chance = 75
			effect = { type = loyalty for = random_vassal value = 1.0 }
		}
	}
}

#
# spymaster
#

character_event = { #Your spymaster has managed to engineer a new claim for you, should you wish to pursue it.

	id = 8678
	picture = "event_claim"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = spymaster }
	}

	mean_time_to_happen = {

		months = 100

		modifier = {
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 6 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
	}

	action_a = { #Most impressive!
		effect = { type = prestige value = 10 }
		effect = { type = intrigue value = 1 }
		effect = { type = trigger for = ruler value = 8679 }
	}
}

character_event = { #It's a good thing I appointed my bastard son as my spymaster!

	id = 8679
	picture = "event_claim"

	#triggered by 8678

	action_a = { #Ah ha!
		effect = { type = add_title_claim value = worst_neighbor }
		effect = { type = random chance = 50
			effect = { type = add_title_claim value = random_neighbor }
		}
		effect = { type = random chance = 50
			effect = { type = add_title_claim value = worst_vassal }
		}
	}
}

character_event = { #Your spymaster says that one of his agents has inflitrated the enemy court. What are your orders?

	id = 8680
	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = spymaster }
		condition = { type = ruler_csc
			condition = { type = atwar }
		}
	}

	mean_time_to_happen = {

		months = 100

		modifier = {
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 6 } }
			factor = 1.25
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = naive_wirepuller }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = flamboyant_schemer }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = intricate_webweaver }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = illusive_shadow }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.10
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = enemy_same_religion }
			}
			factor = 0.75
		}
	}

	action_a = { #I'll pay to murder their ruler!
		effect = { type = prestige value = 25 }
		effect = { type = loyalty value = 0.2 }
		effect = { type = intrigue value = 1 }
		effect = { type = trigger for = ruler value = 8681 } #start--murder attempt on enemy liege
	}
	action_b = { #I'll pay to murder one of their ruler's heir!
		effect = { type = prestige value = 15 }
		effect = { type = loyalty value = 0.15 }
		effect = { type = random chance = 66
			effect = { type = intrigue value = 1 }
		}
		effect = { type = trigger for = ruler value = 8682 } #start--murder attempt on enemy best son
	}
	action_c = { #I'll pay to murder their marshal!
		effect = { type = prestige value = 10 }
		effect = { type = loyalty value = 0.1 }
		effect = { type = random chance = 33
			effect = { type = intrigue value = 1 }
		}
		effect = { type = trigger for = ruler value = 8683 } #start--murder attempt on enemy marshal
	}
	action_d = { #I can't afford to pay the assassin.
		effect = { type = prestige value = 5 }
		effect = { type = loyalty value = -0.1 }
		effect = { type = random chance = 17
			effect = { type = loyalty value = -0.4 } #bastard may be really pissed about it
		}
	}
}

character_event = { #It will not be cheap to try to murder their ruler!

	id = 8681
	picture = "event_intrigue"

	#triggered by 8680A

	action_a = { #I will gladly pay!
		effect = { type = gold scale = -3 }
		effect = { type = trigger for = random_enemy value = 8685 } #attempt to murder ruler
	}
	action_b = { #Try for his heir instead.
		effect = { type = gold scale = -2 }
		effect = { type = trigger for = random_enemy value = 8686 } #attempt to murder best son
		effect = { type = random chance = 66
			effect = { type = add_trait value = arbitrary }
			effect = { type = trigger for = spymaster value = 8684 } #bastard pissed that you changed your mind
		}
	}
	action_c = { #Try for his marshal instead.
		effect = { type = gold scale = -1 }
		effect = { type = trigger for = random_enemy value = 8688 } #attempt to murder marshal
		effect = { type = random chance = 75
			effect = { type = add_trait value = arbitrary }
			effect = { type = trigger for = spymaster value = 8684 } #bastard pissed that you changed your mind
		}
	}
	action_d = { #I've changed my mind.
		effect = { type = add_trait value = arbitrary }
		effect = { type = trigger for = spymaster value = 8685 } #bastard pissed that you changed your mind
	}
}

character_event = { #It will not be cheap to try to murder their ruler's son!

	id = 8682
	picture = "event_intrigue"

	#triggered by 8680B

	action_a = { #I will gladly pay
		effect = { type = gold scale = -2 }
		effect = { type = trigger for = random_enemy value = 8686 } #attempt to murder best son
	}
	action_b = { #Try for his marshal instead.
		effect = { type = gold scale = -1 }
		effect = { type = trigger for = random_enemy value = 8688 } #attempt to murder marshal
		effect = { type = random chance = 75
			effect = { type = add_trait value = arbitrary }
			effect = { type = trigger for = spymaster value = 8684 } #bastard pissed that you changed your mind
		}
	}
	action_c = { #I've changed my mind.
		effect = { type = add_trait value = arbitrary }
		effect = { type = trigger for = spymaster value = 8684 } #bastard pissed that you changed your mind
	}
}

character_event = { #It will not be cheap to try to murder their ruler's marshal!

	id = 8683
	picture = "event_intrigue"

	#triggered by 8680C

	action_a = { #I will gladly pay
		effect = { type = gold scale = -1 }
		effect = { type = trigger for = random_enemy value = 8688 } #attempt to murder marshal
	}
	action_b = { #I've changed my mind.
		effect = { type = random chance = 75
			effect = { type = add_trait value = arbitrary }
			effect = { type = trigger for = spymaster value = 8684 } #bastard pissed that you changed your mind
		}
	}
}

character_event = { #How can you change your mind like that?

	id = 8684
	picture = "event_intrigue"

	#triggered by 8661, 8682, or 8683

	action_a = { #You must not trust me!
		effect = { type = add_trait value = suspicious }
		effect = { type = loyalty value = -0.7 }
	}
}


character_event = { #The door to your bedchamber opens suddenly!

	id = 8685
	picture = "event_crime"

	#triggered by 8681

	action_a = { #Ack! An assassin!
		effect = { type = add_trait value = war_invalid }
		effect = { type = random chance = 66
			effect = { type = add_trait value = illness }
		}
		effect = { type = random chance = 33
			effect = { type = death }
		}
	}
}

character_event = { #Terrible news arrives!

	id = 8686
	picture = "event_intrigue"

	#triggered by 8681, 8682, or 8683

	action_a = { #An assassin struck at your son!
		effect = { type = trigger for = primary_heir value = 8687 }
	}
}

character_event = { #The door to your bedchamber opens suddenly!

	id = 8687
	picture = "event_crime"

	#triggered by 8686

	action_a = { #Ack! An assassin!
		effect = { type = add_trait value = war_invalid }
		effect = { type = random chance = 75
			effect = { type = add_trait value = illness }
		}
		effect = { type = random chance = 50
			effect = { type = death }
		}
	}
}

character_event = { #Terrible news arrives!

	id = 8688
	picture = "event_intrigue"

	#triggered by 8681, 8682, or 8683

	action_a = { #An assassin struck at your marshal!
		effect = { type = trigger for = marshal value = 8689 }
	}
}

character_event = { #The door to your bedchamber opens suddenly!

	id = 8689
	picture = "event_crime"

	#triggered by 8688

	action_a = { #Ack! An assassin!
		effect = { type = add_trait value = war_invalid }
		effect = { type = add_trait value = illness }
		effect = { type = random chance = 75
			effect = { type = death }
		}
	}
}

#
# chaplain
#

character_event = { #Your bastard son has devoted himself to further improve the worship of God!

	id = 8690
	picture = "event_religion"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = chaplain }
		condition = { type = piety value = 0 }
		condition = { type = same_religion }
		condition = { type = not value = { type = trait value = heretic } }
		condition = { type = not value =  { type = trait value = excommunicated } }
		condition = { type = not value = { type = trait value = sceptical } }
	}

	mean_time_to_happen = {

		months = 600

		modifier = {
			condition = { type = trait value = ecclesiastical_education }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = scholarly_theologian }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = mastermind_theologian }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { regal_supremacy = yes } }
			}
			factor = 5
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { monastic_supremacy = yes } }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { ecclesical_balance = yes } }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { church_supremacy = yes } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = crusader }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 50 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 100 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 250 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 500 }
			factor = 0.9
		}
	}

	action_a = { #Glory to God!
		effect = { type = piety value = 100 }
		effect = { type = add_next_advance value = basilican_structures }
	}
}

character_event = { #Your bastard son has devoted himself to further improve the worship of God!

	id = 8691
	picture = "event_religion"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = chaplain }
		condition = { type = piety value = 0 }
		condition = { type = same_religion }
		condition = { type = not value = { type = trait value = heretic } }
		condition = { type = not value =  { type = trait value = excommunicated } }
		condition = { type = not value = { type = trait value = sceptical } }
	}

	mean_time_to_happen = {

		months = 600

		modifier = {
			condition = { type = trait value = ecclesiastical_education }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = scholarly_theologian }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = mastermind_theologian }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { regal_supremacy = yes } }
			}
			factor = 5
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { monastic_supremacy = yes } }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { ecclesical_balance = yes } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { church_supremacy = yes } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = crusader }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 50 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 100 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 250 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 500 }
			factor = 0.9
		}
	}

	action_a = { #Glory to God!
		effect = { type = piety value = 100 }
		effect = { type = add_next_advance value = relics }
	}
}

character_event = { #Your bastard son has devoted himself to further improve the worship of God!

	id = 8692
	picture = "event_religion"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = chaplain }
		condition = { type = piety value = 0 }
		condition = { type = same_religion }
		condition = { type = not value = { type = trait value = heretic } }
		condition = { type = not value =  { type = trait value = excommunicated } }
		condition = { type = not value = { type = trait value = sceptical } }
	}

	mean_time_to_happen = {

		months = 600

		modifier = {
			condition = { type = trait value = ecclesiastical_education }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = scholarly_theologian }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = mastermind_theologian }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { regal_supremacy = yes } }
			}
			factor = 5
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { monastic_supremacy = yes } }
			}
			factor = 0.8
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { ecclesical_balance = yes } }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { church_supremacy = yes } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = crusader }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 50 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 100 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 250 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 500 }
			factor = 0.9
		}
	}

	action_a = { #Glory to God!
		effect = { type = piety value = 100 }
		effect = { type = add_next_advance value = clerical_celibacy }
	}
}

character_event = { #Your bastard son preaches your virtues to the flock

	id = 8693
	picture = "event_religion"

	trigger = {
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = chaplain }
		condition = { type = piety value = 0 }
		condition = { type = same_religion }
		condition = { type = not value = { type = trait value = heretic } }
		condition = { type = not value =  { type = trait value = excommunicated } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = ruler_csc
			condition = { type = and
				condition = { type = piety value = 0 }
				condition = { type = same_religion }
				condition = { type = not value = { type = trait value = heretic } }
				condition = { type = not value =  { type = trait value = excommunicated } }
				condition = { type = not value = { type = trait value = sceptical } }
			}
		}
	}

	mean_time_to_happen = {

		months = 180

		modifier = {
			condition = { type = trait value = ecclesiastical_education }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = martial_cleric }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = scholarly_theologian }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = mastermind_theologian }
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { regal_supremacy = yes } }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { monastic_supremacy = yes } }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { ecclesical_balance = yes } }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = has_law value = { church_supremacy = yes } }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = crusader }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 50 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 100 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 250 }
			factor = 0.9
		}
		modifier = {
			condition = { type = piety value = 500 }
			factor = 0.9
		}
	}

	action_a = { #Glory to God!
		effect = { type = piety value = 10 }
		effect = { type = loyalty value = 0.25 }
		effect = { type = add_trait value = zealous }
		effect = { type = trigger for = ruler value = 8694 }
	}
}

character_event = { #How kind of him to do that!
		
	id = 8694
	picture = "event_religion"

	#triggered by 8693

	action_a = { #I pray I am worthy
		effect = { type = piety value = 100 }
	}
}


##############################################
# Small nice things for rulers with bastards #
##############################################

character_event = { #Your diocese is quite impressed with the pious way that you have treated your bastard child.

	id = 8695
	picture = "event_religion"

	trigger = {
		condition = { type = not value = { type = ai } } #else trigger would be too heavy on CPU load
		condition = { type = ruler }
		condition = { type = piety value = 0 }
		condition = { type = not value = { type = trait value = excommunicated } }
		condition = { type = not value = { type = trait value = heretic } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = or
			condition = { type = religion value = catholic }
			condition = { type = religion value = orthodox }
		}
		condition = { type = any_child
			condition = { type = and
				condition = { type = is_alive }
				condition = { type = trait value = bastard }
				condition = { type = not value = { type = trait value = excommunicated } }
				condition = { type = not value = { type = trait value = heretic } }
				condition = { type = not value = { type = trait value = sceptical } }
				condition = { type = piety value = 0 }
			}
		}
	}

	mean_time_to_happen = {

		months = 240

	}

	action_a = { #Deus vult!
		effect = { type = piety value = 25 }
	}
}

character_event = { #Your court is quite impressed with the way that you treat your bastard child.

	id = 8696
	picture = "event_default"

	trigger = {
		condition = { type = not value = { type = ai } } #else trigger would be too heavy on CPU load
		condition = { type = ruler }
		condition = { type = any_child
			condition = { type = and
				condition = { type = is_alive }
				condition = { type = trait value = bastard }
			}
		}
	}

	mean_time_to_happen = {

		months = 240

	}

	action_a = { #Thanks!
		effect = { type = prestige value = 25 }
	}
}

character_event = { #A venture initiated by your bastard child has paid you some dividends.

	id = 8697
	picture = "event_default"

	trigger = {
		condition = { type = not value = { type = ai } } #else trigger would be too heavy on CPU load
		condition = { type = ruler }
		condition = { type = any_child
			condition = { type = and
				condition = { type = is_alive }
				condition = { type = trait value = bastard }
				condition = { type = age value = 16 }
			}
		}
	}

	mean_time_to_happen = {

		months = 240

	}

	action_a = { #Great!
		effect = { type = gold value = 25 }
	}
}

############################################
# Another chance to murder a bastard child #
############################################

character_event = { #I regret that my bastard child has lived so long. Maybe it's time to take care of this situation...?

	id = 8698
	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = ai } } #to minimize CPU load
		condition = { type = ruler_child }
		condition = { type = trait value = bastard }
		condition = { type = age value = 16 }
	}

	mean_time_to_happen = {

		months = 240

		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 3 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 1.15
		}
		modifier = {
			condition = { type = marshal }
			factor = 1.35
		}
		modifier = {
			condition = { type = steward }
			factor = 1.2
		}
		modifier = {
			condition = { type = chancellor }
			factor = 1.2
		}
		modifier = {
			condition = { type = chaplain }
			factor = 1.1
		}
		modifier = {
			condition = { type = spymaster }
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = spymaster } }
			condition = { type = not
				value = { type = ruler_csc
					condition = { type = spymaster_csc
						condition = { type = intrigue value = 3 }
					}
				}
			}
			factor = 2
		}
		modifier = {
			condition = { type = not value = { type = spymaster } }
			condition = { type = not
				value = { type = ruler_csc
					condition = { type = spymaster_csc
						condition = { type = intrigue value = 8 }
					}
				}
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = not value = { type = spymaster } }
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 11 }
				}
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = spymaster } }
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 14 }
				}
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = spymaster } }
			condition = { type = ruler_csc
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 17 }
				}
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = kinslayer }
			}
			factor = 0.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = arbitrary }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = just }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = cruel }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = merciful }
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = deceitful }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = honest }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = deceitful }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = honest }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = suspicious }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = trusting }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = trait value = zealous }
			}
			factor = 1.25
		}
	}

	action_a = { #No...that would be evil!
		effect = { type = loyalty value = 0.1 }
	}
	action_b = { #I'll pay an assassin to do it!
		effect = { type = add_trait value = vengeful }
		effect = { type = add_trait value = suspicious }
		effect = { type = add_trait value = war_invalid }
		effect = { type = loyalty value = -0.5 } #bastard won't be certain who hired assassin
		effect = { type = random chance = 75
			effect = { type = death }
		}
		effect = { type = trigger for = ruler value = 8699 } #cost and possible ruler effects
	}
	action_c = { #I'll do it myself!
		effect = { type = add_trait value = vengeful }
		effect = { type = add_trait value = suspicious }
		effect = { type = loyalty value = -1.0 }
		effect = { type = random chance = 75
			effect = { type = add_trait value = war_invalid }
		}
		effect = { type = random chance = 50 #you aren't nearly as good at it
			effect = { type = death }
		}
		effect = { type = trigger for = ruler value = 8700 }
	}
}

character_event = { #It wasn't cheap and there's a small chance that your involvement could be discovered.

	id = 8699
	picture = "event_intrigue"

	#triggered by 8698B

	action_a = { #I hope it was worth it!
		effect = { type = gold scale = -1.0 }
		effect = { type =  random chance = 15
			effect = { type = piety value = -50 }
			effect = { type = add_trait value = kinslayer }
		}
	}
}


character_event = { #I hope that I wasn't discovered!

	id = 8700
	picture = "event_intrigue"

	#triggered by 8698C

	action_a = { #I'll cross my fingers!
		effect = { type = piety value = -50 }
		effect = { type =  random chance = 50
			effect = { type = add_trait value = kinslayer }
		}
	}
}

#######################################################
# Legitimate children who hate their bastard siblings #
#######################################################

character_event = { #How can you show such favour to your bastard and disregard me? It should be me who holds a court position!

	id = 8701
	picture = "event_intrigue"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = ruler_child }
		condition = { type = gender value = male } #only boys complain
		condition = { type = age value = 16 }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = not value = { type = marshal } }
		condition = { type = not value = { type = steward } }
		condition = { type = not value = { type = chancellor } }
		condition = { type = not value = { type = spymaster } }
		condition = { type = not value = { type = chaplain } }
		condition = { type = or
			condition = { type = and
				condition = { type = martial value = 7 } #must have at least some skill to whine about it
				condition = { type = ruler_csc
					condition = { type = marshal_csc
						condition = { type = and
							condition = { type = ruler_child }
							condition = { type = trait value = bastard }
						}
					}
				}
			}
			condition = { type = and
				condition = { type = stewardship value = 7 } #must have at least some skill to whine about it
				condition = { type = ruler_csc
					condition = { type = steward_csc
						condition = { type = and
							condition = { type = ruler_child }
							condition = { type = trait value = bastard }
						}
					}
				}
			}
			condition = { type = and
				condition = { type = diplomacy value = 7 } #must have at least some skill to whine about it
				condition = { type = ruler_csc
					condition = { type = chancellor_csc
						condition = { type = and
							condition = { type = ruler_child }
							condition = { type = trait value = bastard }
						}
					}
				}
			}
			condition = { type = and
				condition = { type = intrigue value = 7 } #must have at least some skill to whine about it
				condition = { type = ruler_csc
					condition = { type = spymaster_csc
						condition = { type = and
							condition = { type = ruler_child }
							condition = { type = trait value = bastard }
						}
					}
				}
			}
			condition = { type = and
				condition = { type = piety value = 10 } #must have at least some piety to whine about it
				condition = { type = or #must be suitable education
						condition = { type = trait value = detached_priest }
						condition = { type = trait value = martial_cleric }
						condition = { type = trait value = scholarly_theologian }
						condition = { type = trait value = mastermind_theologian }
				}
				condition = { type = ruler_csc
					condition = { type = marshal_csc
						condition = { type = and
							condition = { type = ruler_child }
							condition = { type = trait value = bastard }
						}
					}
				}
			}
		}
	}

	mean_time_to_happen = {

		months = 60

		modifier = {
			condition = { type = primary_heir } #primary heir would really be mift
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = inbred }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.6
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.5
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 1.0 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.8 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.6 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.4 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.2 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = duchy }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = kingdom }
			}
			factor = 0.5
		}
	}

	action_a = { #I'd better look into that soon!
		effect = { type = loyalty value = -0.25 }
		effect = { type = random chance = 20
			effect = { type = add_trait value = vengeful }
		}
	}
	action_b = { #You'll never be promoted!
		effect = { type = add_trait value = vengeful }
		effect = { type = add_title_claim value = ruler }
		effect = { type = courtier_defect value = random_neighbor }
		effect = { type = loyalty value = 1.0 }
	}
}

character_event = { #I want no further part of this realm! I shall forge my own instead!

	id = 8702
	picture = "event_claim"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = ruler_child }
		condition = { type = gender value = male } #only boys complain
		condition = { type = age value = 16 }
		condition = { type = not value = { type = trait value = bastard } }
		condition = { type = not value = { type = marshal } }
		condition = { type = not value = { type = steward } }
		condition = { type = not value = { type = chancellor } }
		condition = { type = not value = { type = spymaster } }
		condition = { type = not value = { type = chaplain } }
		condition = { type = or
			condition = { type = and
				condition = { type = trait value = vengeful }
				condition = { type = not value = { type = loyalty value = 0.6 } }
			}
			condition = { type = not value = { type = loyalty value = 0.15 } }
		}
	}

	mean_time_to_happen = {

		months = 240

		modifier = {
			condition = { type = trait value = modest }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.33
		}
		modifier = {
			condition = { type = trait value = inbred }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = forgiving }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = generous }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.75
		}
		modifier = {
			condition = { type = not value = { type = loyalty value = 0.1 } }
			factor = 0.5
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = duchy }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = ruler_csc
				condition = { type = county }
			}
			factor = 0.5
		}
	}

	action_a = { #Good bye!
		effect = { type = add_title_claim value = ruler }
		effect = { type = courtier_defect value = random_neighbor }
		effect = { type = loyalty value = 1.0 }
	}
}




# free ID 8703 - 8749

#Bastard at home events planned (or thought about) but not yet scripted
####################################################
# ruler decides that he should disinherit his (legitimate) son?
# bastard 16+ and (suspicious or vengeful) engineers his brother being disinheritted?
# son 16+ is pissed that he doesn't have a demesne of his own to rule (should go in court events file)



#########################################
# Intrigue and such for ruling bastards #
#########################################
# ID RANGE 8750-8799

###########################################
# Bastard Ruler forces inheritance rights #
###########################################

character_event = { #I have shown myself to be a true son of my father by right of rule.

	id = 8750
	picture = "event_claim"

	trigger = {
		condition = { type = ruler }
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = age value = 16 }
	}

	mean_time_to_happen = {
		months = 120

		modifier = {
			condition = { type = primary_heir }
			factor = 0.5 #if he's someone's primary heir then he's really doing well
		}
		modifier = {
			condition = { type = is_independent }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 25 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 50 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = prestige value = 100 }
			factor = 0.9
		}
		modifier = {
			condition = { type = prestige value = 250 }
			factor = 0.85
		}
		modifier = {
			condition = { type = prestige value = 500 }
			factor = 0.85
		}
		modifier = {
			condition = { type = prestige value = 1000 }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 0.85
		}
	}

	action_a = { #I declare my inheritance rights!
		effect = { type = remove_trait value = bastard }
		effect = { type = prestige scale = 5 }
		effect = { type = trigger for = father value = 8751 } #notification
	}
	action_b = { #I would rather pursue a vendetta!
		effect = { type = add_trait value = vengeful }
		effect = { type = prestige scale = -2.5 }
	}
}

character_event = { #A bastard son has declared himself your legitimate heir based on his strength of rule.

	id = 8751
	picture = "event_claim"

	#triggered by 8750

	action_a = { #Interesting!
		effect = { type = prestige value = -5 }
	}
}

########################################
# Bastard ruler gets rid of bad traits #
########################################

character_event = { #I have come into my own and may leave my childhood troubles behind me.

	id = 8752
	picture = "event_default"

	trigger = {
		condition = { type = ruler }
		condition = { type = trait value = bastard }
		condition = { type = trait value = suspicious }
		condition = { type = not value = { type = trait value = vengeful } }
		condition = { type = age value = 16 }
	}

	mean_time_to_happen = {
		months = 96

		modifier = {
			condition = { type = primary_heir }
			factor = 0.5
		}
		modifier = {
			condition = { type = is_independent }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 25 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 50 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = prestige value = 100 }
			factor = 0.9
		}
		modifier = {
			condition = { type = prestige value = 250 }
			factor = 0.85
		}
		modifier = {
			condition = { type = prestige value = 500 }
			factor = 0.85
		}
		modifier = {
			condition = { type = prestige value = 1000 }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 1.15
		}
	}

	action_a = { #It is time to forgive and forget
		effect = { type = remove_trait value = suspicious }
		effect = { type = piety value = 25 }
	}
	action_b = { #I will never forgive or forget!
		effect = { type = add_trait value = vengeful }
		effect = { type = piety value = -25 }
	}
}


character_event = { #Perhaps it is time to set this long-standing vendetta against my family aside.

	id = 8753
	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = age value = 16 }
		condition = { type = father
			condition = { type = and
				condition = { type = ruler }
				condition = { type = is_alive }
			}
		}
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = primary_heir }
			factor = 0.75
		}
		modifier = {
			condition = { type = is_independent }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.5
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 25 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 50 } }
			factor = 1.15
		}
		modifier = {
			condition = { type = prestige value = 100 }
			factor = 0.9
		}
		modifier = {
			condition = { type = prestige value = 250 }
			factor = 0.85
		}
		modifier = {
			condition = { type = prestige value = 500 }
			factor = 0.85
		}
		modifier = {
			condition = { type = prestige value = 1000 }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 1.15
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 1.15
		}
	}

	action_a = { #It is time to forgive and forget
		effect = { type = remove_trait value = vengeful }
		effect = { type = piety value = 25 }
		effect = { type = trigger for = father value = 8754 } #notifier
	}
	action_b = { #I will never forgive or forget!
		effect = { type = piety value = -25 }
	}
}

character_event = { #An emmisary arrives from your bastard son's demesne. How nice!

	id = 8754
	picture = "event_intrigue"

	#triggered by 8753 or 8757

	action_a = { #He has ended his vendetta.
		effect = { type = prestige value = 5 }
	}
}


##################################
# New claims for a bastard ruler #
##################################

character_event = { #I have proven my strength and shall not hesitate to do so again!

	id = 8755
	picture = "event_claim"

	trigger = {
		condition = { type = ruler }
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = atwar } }
		condition = { type = age value = 16 }
		condition = { type = father
			condition = { type = and
				condition = { type = ruler }
				condition = { type = is_alive }
			}
		}
	}

	mean_time_to_happen = {

		months = 180

		modifier = {
			condition = { type = not value = { type = primary_heir } }
			factor = 0.75
		}
		modifier = {
			condition = { type = is_independent }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.8
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 25 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 50 } }
			factor = 1.1
		}
		modifier = {
			condition = { type = prestige value = 100 }
			factor = 0.95
		}
		modifier = {
			condition = { type = prestige value = 250 }
			factor = 0.9
		}
		modifier = {
			condition = { type = prestige value = 500 }
			factor = 0.9
		}
		modifier = {
			condition = { type = prestige value = 1000 }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 2 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = not value = { type = intrigue value = 5 } }
			factor = 1.2
		}
		modifier = {
			condition = { type = intrigue value = 8 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 14 }
			factor = 0.8
		}
	}

	action_a = { #I hunger for land!
		effect = { type = add_trait value = reckless }
		effect = { type = add_trait value = arbitrary }
		effect = { type = prestige scale = -5.0 }
		effect = { type = add_title_claim value = father }
		effect = { type = add_title_claim value = worst_neighbor }
		effect = { type = add_title_claim value = best_neighbor }
		effect = { type = add_title_claim value = random_neighbor }
	}
	action_b = { #I wish to expand!
		effect = { type = add_trait value = reckless }
		effect = { type = prestige scale = -2.0 }
		effect = { type = add_title_claim value = father }
		effect = { type = add_title_claim value = random_neighbor }
	}
	action_c = { #What I have will suffice!
		effect = { type = prestige scale = 1 }
		effect = { type = piety value = 5 }
		effect = { type = add_trait value = wise }
	}
}

############################################################
# A bastard who is able to maintain his rule is impressive #
############################################################

character_event = { #You are well-regarded for maintaining your rule in spite of your half-blood heritage.

	id = 8756
	picture = "event_default"

	trigger = {
		condition = { type = ruler }
		condition = { type = trait value = bastard }
		condition = { type = not value = { type = atwar } }
	}

	mean_time_to_happen = {

		months = 60

		modifier = {
			condition = { type = is_independent }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 1.25
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 25 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = not value = { type = prestige value = 50 } }
			factor = 0.9
		}
		modifier = {
			condition = { type = prestige value = 100 }
			factor = 1.1
		}
		modifier = {
			condition = { type = prestige value = 250 }
			factor = 1.25
		}
		modifier = {
			condition = { type = prestige value = 500 }
			factor = 2
		}
		modifier = {
			condition = { type = prestige value = 1000 }
			factor = 10
		}
	}

	action_a = { #That gladdens my heart!
		effect = { type = prestige scale = 2 }
	}
}


################################################
# Bastard ruler plots vengence upon his father #
################################################

character_event = { #Now may be the time to exact vengence upon my father for siring me!

	id = 8757
	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = age value = 16 }
		condition = { type = intrigue value = 7 }
		condition = { type = not value = { type = atwar } }
		condition = { type = father
			condition = { type = and
				condition = { type = ruler }
				condition = { type = is_alive }
			}
		}
	}

	mean_time_to_happen = {

		months = 180

		modifier = {
			condition = { type = is_independent }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.95
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			factor = 0.95
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.9
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = not value = { type = intrigue value = 5 } }
			}
			factor = 5
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = not value = { type = intrigue value = 8 } }
			}
			factor = 2
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = intrigue value = 10 }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = intrigue value = 13 }
			}
			factor = 0.9
		}
		modifier = { 
			condition = { type = father
				condition = { type = is_independent }
			}
			factor = 1.25
		}			
		modifier = {
			condition = { type = father
				condition = { type = not value = { type = intrigue value = 2 } }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = father
				condition = { type = not value = { type = intrigue value = 5 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = father
				condition = { type = not value = { type = intrigue value = 7 } }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 9 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 11 }
			}
			factor = 1.2
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 13 }
			}
			factor = 2
		}
		modifier = { #this checks to see if father has no spymaster at all
			condition = {
				type = not
				value = { type = father
					condition = { type = spymaster_csc
						condition = { type = intrigue value = 0 }
					}
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 8 }
				}
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 10 }
				}
			}
			factor = 1.15
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 12 }
				}
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 14 }
				}
			}
			factor = 2
		}
		modifier = {
			condition = { type = father
				condition = { type = trait value = suspicious }
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = father
				condition = { type = trait value = trusting }
			}
			factor = 0.8
		}
	}

	action_a = { #I'd pay a fortune to see him dead!
		effect = { type = gold scale = -10 }
		effect = { type = trigger for = father value = 8758 } #An assassin strikes unseen!
		effect = { type = random chance = 5 #you may be discovered
			effect = { type = add_trait value = kinslayer }
		}
	}
	action_b = { #I'd pay a lot to see him dead!
		effect = { type = gold scale = -5 }
		effect = { type = trigger for = father value = 8759 } #An assassin strikes!
		effect = { type = random chance = 15 #you may be discovered
			effect = { type = add_trait value = kinslayer }
		}
	}
	action_c = { #It's worth a try!
		effect = { type = gold scale = -1 }
		effect = { type = random chance = 25 #you may be discovered
			effect = { type = add_trait value = kinslayer }
		}
		effect = { type = random chance = 66 #attempt may not proceed and gold would be wasted
			effect = { type = trigger for = father value = 8759 } #An assassin strikes!
		}
	}
	action_d = { #It's time to reconcile instead.
		effect = { type = piety value = 10 }
		effect = { type = remove_trait value = vengeful }
		effect = { type = trigger for = father value = 8754 } #notification
	}
}

character_event = { #Is that a knife in your back?

	id = 8758
	picture = "event_death"

	#triggered by 8757

	action_a = { #Ack! Assassin!
		effect = { type = add_trait value = war_invalid } #guaranteed injury
		effect = { type = add_trait value = stress_symptom } #and stress
		effect = { type = random chance = 85 #the injury may be severe
			effect = { type = add_trait value = illness }
		}
		effect = { type = random chance = 66 #he paid a lot to kill you!
			effect = { type = death }
		}
	}
}

character_event = { #An emissary arrives from your bastard son's demesne. How nice!

	id = 8759
	picture = "event_intrigue"

	#triggered by 8757

	action_a = { #Ack! He's an assassin!
		effect = { type = add_trait value = war_invalid } #guaranteed injury
		effect = { type = random chance = 85 #likely to make you stressed if you survive
			effect = { type = add_trait value = stress_symptom }
		}
		effect = { type = random chance = 50 #the injury may be severe
			effect = { type = add_trait value = illness }
		}
		effect = { type = random chance = 25 #goodbye daddy!
			effect = { type = death }
		}
	}
}

###########################################################################
# Bastard ruler plots vengence upon half-brother still living with father #
###########################################################################

character_event = { #Now may be the time to exact vengence by striking at my half-brother in my father's court!

	id = 8760
	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = trait value = bastard }
		condition = { type = trait value = vengeful }
		condition = { type = age value = 16 }
		condition = { type = intrigue value = 7 }
		condition = { type = not value = { type = atwar } }
		condition = { type = father
			condition = { type = and
				condition = { type = ruler }
				condition = { type = is_alive }
			}
		}
		condition = { type = father
			condition = { type = any_child
				condition = { type = and
					condition = { type = primary_heir }
					condition = { type = gender value = male }
					condition = { type = ruler_child }
					condition = { type = is_alive }
				}
			}
		}
	}

	mean_time_to_happen = {

		months = 180

		modifier = {
			condition = { type = is_independent }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = proud }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.1
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = valorous }
			factor = 0.95
		}
		modifier = {
			condition = { type = trait value = just }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.85
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 1.15
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 0.85
		}
		modifier = {
			condition = { type = intrigue value = 9 }
			factor = 0.95
		}
		modifier = {
			condition = { type = intrigue value = 11 }
			factor = 0.9
		}
		modifier = {
			condition = { type = intrigue value = 13 }
			factor = 0.9
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = not value = { type = intrigue value = 5 } }
			}
			factor = 5
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = not value = { type = intrigue value = 8 } }
			}
			factor = 2
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = intrigue value = 10 }
			}
			factor = 0.9
		}
		modifier = {
			condition = { type = spymaster_csc
				condition = { type = intrigue value = 13 }
			}
			factor = 0.9
		}
		modifier = { 
			condition = { type = father
				condition = { type = is_independent }
			}
			factor = 1.2
		}			
		modifier = {
			condition = { type = father
				condition = { type = not value = { type = intrigue value = 2 } }
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = father
				condition = { type = not value = { type = intrigue value = 5 } }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = father
				condition = { type = not value = { type = intrigue value = 7 } }
			}
			factor = 0.85
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 9 }
			}
			factor = 1.05
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 11 }
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = father
				condition = { type = intrigue value = 13 }
			}
			factor = 1.25
		}
		modifier = { #this checks to see if father has no spymaster at all
			condition = {
				type = not
				value = { type = father
					condition = { type = spymaster_csc
						condition = { type = intrigue value = 0 }
					}
				}
			}
			factor = 0.5
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 8 }
				}
			}
			factor = 1.05
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 10 }
				}
			}
			factor = 1.1
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 12 }
				}
			}
			factor = 1.2
		}
		modifier = {
			condition = { type = father
				condition = { type = spymaster_csc
					condition = { type = intrigue value = 14 }
				}
			}
			factor = 1.5
		}
		modifier = {
			condition = { type = father
				condition = { type = trait value = suspicious }
			}
			factor = 1.25
		}
		modifier = {
			condition = { type = father
				condition = { type = trait value = trusting }
			}
			factor = 0.75
		}
	}

	action_a = { #I'd pay a fortune to see him dead!
		effect = { type = gold scale = -5 }
		effect = { type = trigger for = father value = 8761 } #An assassin strikes unseen!
		effect = { type = random chance = 5 #you may be discovered
			effect = { type = add_trait value = kinslayer }
		}
	}
	action_b = { #I'd pay a lot to see him dead!
		effect = { type = gold scale = -2 }
		effect = { type = trigger for = father value = 8762 } #An assassin strikes!
		effect = { type = random chance = 10 #you may be discovered
			effect = { type = add_trait value = kinslayer }
		}
	}
	action_c = { #It's worth a try!
		effect = { type = gold scale = -0.75 }
		effect = { type = random chance = 25 #you may be discovered
			effect = { type = add_trait value = kinslayer }
		}
		effect = { type = random chance = 75 #attempt may not proceed and gold would be wasted
			effect = { type = trigger for = father value = 8762 } #An assassin strikes!
		}
	}
	action_d = { #It's time to reconcile instead.
		effect = { type = piety value = 5 }
		effect = { type = remove_trait value = vengeful }
		effect = { type = trigger for = father value = 8754 } #notification
	}
}

character_event = { #There is a scream heard throughout the castle!

	id = 8761
	picture = "event_crime"

	#triggered by 8760

	action_a = { #What was that?
		effect = { type = trigger for = primary_heir value = 8758 }
	}
}


character_event = { #An emissary arrives from your bastard son's demesne. How nice!

	id = 8762
	picture = "event_intrigue"

	#triggered by 8760

	action_a = {#He wishes to speak to your son
		effect = { type = trigger for = primary_heir value = 8763 }
	}
}

character_event = { #What's this all about? Is it a present?

	id = 8763
	picture = "event_crime"

	#triggered by 8762

	action_a = { #Yes! It's a knife!
		effect = { type = add_trait value = war_invalid } #guaranteed injury
		effect = { type = random chance = 85 #likely to make you stressed if you survive
			effect = { type = add_trait value = stress_symptom }
		}
		effect = { type = random chance = 50 #the injury may be severe
			effect = { type = add_trait value = illness }
		}
		effect = { type = random chance = 25 #goodbye daddy!
			effect = { type = death }
		}
	}
}

# Free IDs 8764-8799


#Bastard Ruler events planned but not yet scripted
##################################################
# bastard 16+ and ruler and vengeful tries to assassinate a brother who is a ruler (needs coding of new target)
