##############################################################
# TRAIT event series                                         #
# Most done by Byakhiam, original bastard events by Cat Lord #
##############################################################

#####################################
# A pretty wench catches your eyes  #
#####################################
character_event = {
	id = 1160

	picture = "event_intrigue"

	trigger = {
		condition = { type = ruler }
		condition = { type = gender value = male }
		condition = { type = age value = 16 }
		condition = {
			type = not
			value = {
				type = age
				value = 80
			}
		}
		condition = {
			type = not
			value = {
				type = trait
				value = chaste
			}
		}
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.6
		}
		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.4
		}
		modifier = {
			condition = { type = trait value = mastermind_theologian }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = plagueinfested}
			factor = 10
		}
		modifier = {
			condition = { type = trait value = pneumonia }
			factor = 5
		}
		modifier = {
			condition = { type = trait value = scholarly_theologian }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = zealous }
			factor = 2
		}

	}

	action_a = {#Indulge in the passion
		ai_chance = 25
		effect = { type = create_courtier value = bastard }
		effect = {
			type = random
			chance = 25
			effect = {
				type = add_trait
				value = lustful
			}
		}
	}

	action_b = {#Try to resist the passion
		ai_chance = 25
		effect = {
				type = random
				chance = 10
				effect = {
						type = add_trait
						value = lustful
						}
				}
	}

	action_c = {#Try to restrain the passion
		ai_chance = 25
		effect = {
				type = random
				chance = 10
				effect = {
						type = add_trait
						value = chaste
						}
				}
	}
	action_d = {#Refuse the passion
		ai_chance = 25
		effect = { type = piety value = 25 }
		effect = {
				type = random
				chance = 25
				effect = {
						type = add_trait
						value = chaste
				}
		}
	}
}
############################################
# A strapping young man catches your eyes  #
############################################
character_event = {
	id = 1161

	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 = trait
				value = chaste
			}
		}
		condition = { type = not value = { type = pregnant } }
	}

	mean_time_to_happen = {
		months = 360

		modifier = {
			condition = { type = trait value = depression }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = detached_priest }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = illness }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = indulgent }
			factor = 0.6
		}
		modifier = {
			condition = { type = trait value = lustful }
			factor = 0.4
		}
		modifier = {
			condition = { type = trait value = mastermind_theologian }
			factor = 3
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = plagueinfested}
			factor = 10
		}
		modifier = {
			condition = { type = trait value = pneumonia }
			factor = 5
		}
		modifier = {
			condition = { type = trait value = scholarly_theologian }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = temperate }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = zealous }
			factor = 2
		}

	}

	action_a = {#Indulge in the passion
		ai_chance = 25
		effect = {
				type = random
				chance = 10
				effect = {
						type = create_courtier
						value = bastard
						}
				}
		effect = {
				type = random
				chance = 25
				effect = {
						type = add_trait
						value = lustful
						}
				}
	}

	action_b = {#Try to resist the passion
		ai_chance = 25
		effect = {
				type = random
				chance = 10
				effect = {
						type = add_trait
						value = lustful
						}
				}
	}

	action_c = {#Try to restrain the passion
		ai_chance = 25
		effect = {
				type = random
				chance = 10
				effect = {
						type = add_trait
						value = chaste
						}
				}
	}
	action_d = {#Refuse the passion
		ai_chance = 25
		effect = { type = piety value = 25 }
		effect = {
				type = random
				chance = 25
				effect = {
						type = add_trait
						value = chaste
				}
		}
	}
}

#########################
# Childhood, 3rd edition
#########################
# Rulerchild, choose upbringing

character_event = {
	id = 6900

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 1 }
		condition = { type = not value = { type = age value = 12 } }
		condition = { type = ruler_child }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = not value = { type = trait value = selfish } }
		condition = { type = not value = { type = trait value = modest } }
		condition = { type = not value = { type = trait value = trusting } }
	}

	mean_time_to_happen = {
		days = 1
	}

	action_a = { # Raise the child yourself
		effect = { type = add_trait value = leper }
		effect = { type = trigger for = father value = 6949 }
	}
	action_b = { # Have the nannies raise the child
		effect = { type = add_trait value = selfish }
	}
	action_c = { # Have the monks raise the child
		effect = { type = add_trait value = modest }
	}
	action_d = { # Send the child to be raised by local noble
		effect = { type = add_trait value = trusting }
	}
}

#####################################
# Raising the child yourself series

character_event = { # Your child is slow to learn to talk
	id = 6901

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 1 }
		condition = { type = not value = { type = age value = 6 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = trait value = lisp } }
	}

	mean_time_to_happen = {
		months = 150

		modifier = {
			condition = { type = trait value = inbred }
			factor = 0.5
		}
		modifier = {
			condition = { type = father_trait value = lisp }
			factor = 0.25
		}
		modifier = {
			condition = { type = father_trait value = cruel }
			factor = 0.75
		}
		modifier = {
			condition = { type = father_trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = honest }
			factor = 1.5
		}
		modifier = {
			condition = { type = father_trait value = energetic }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 2.0
		}
	}

	action_a = { # Encourage the child by example
		effect = { type = random chance = 50
			effect = { type = add_trait value = trusting }
		}
		effect = { type = random chance = 15
			effect = { type = add_trait value = lisp }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = selfish }
		}
	}
	action_b = { # Birch the words from the child
		effect = { type = random chance = 50
			effect = { type = add_trait value = coward }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = vengeful }
		}
		effect = { type = random chance = 5
			effect = { type = add_trait value = lisp }
		}
	}
	action_c = { # Let the child take its time
		effect = { type = random chance = 50
			effect = { type = add_trait value = lisp }
		}
	}
	action_d = { # Send this child to the nannies instead
		effect = { type = add_trait value = lisp }
		effect = { type = add_trait value = selfish }
		effect = { type = remove_trait value = modest }
		effect = { type = remove_trait value = trusting }
		effect = { type = remove_trait value = leper }
	}
}

character_event = { # Daddy, where do children come from?
	id = 6902

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 1 }
		condition = { type = not value = { type = age value = 6 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 150

		modifier = {
			condition = { type = father_trait value = cruel }
			factor = 1.5
		}
		modifier = {
			condition = { type = father_trait value = deceitful }
			factor = 1.2
		}
		modifier = {
			condition = { type = father_trait value = honest }
			factor = 0.8
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 2.0
		}
	}

	action_a = { # Daddy will tell you when you get older
		effect = { type = random chance = 50
			effect = { type = add_trait value = suspicious }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = deceitful }
		}
	}
	action_b = { # You know there are bees and flowers...
		effect = { type = random chance = 50
			effect = { type = add_trait value = trusting }
		}
	}
	action_c = { # Be silent or I'll slap you!
		effect = { type = random chance = 50
			effect = { type = add_trait value = coward }
		}
		effect = { type = random chance = 15
			effect = { type = add_trait value = vengeful }
		}
	}
	action_d = { # Devil's child, to the monastery with you!
		effect = { type = add_trait value = modest }
		effect = { type = remove_trait value = selfish }
		effect = { type = remove_trait value = trusting }
		effect = { type = remove_trait value = leper }
	}
}

character_event = { # Your child is afraid of the dark
	id = 6903

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 1 }
		condition = { type = not value = { type = age value = 6 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 150

		modifier = {
			condition = { type = father_trait value = coward }
			factor = 0.7
		}
		modifier = {
			condition = { type = father_trait value = cruel }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = deceitful }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = valorous }
			factor = 1.5
		}
		modifier = {
			condition = { type = father_trait value = just }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 2.0
		}
	}

	action_a = { # Ridicule the child, that should do it
		effect = { type = random chance = 50
			effect = { type = add_trait value = coward }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = stress_symptom }
		}
	}
	action_b = { # Try to adress the causes of the fear
		effect = { type = random chance = 50
			effect = { type = add_trait value = trusting }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = coward }
		}
	}
	action_c = { # Let the child handle this alone
		effect = { type = random chance = 50
			effect = { type = add_trait value = suspicious }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = coward }
		}
	}
	action_d = { # Afraid are you? Off to baron's court with you!
		effect = { type = add_trait value = trusting }
		effect = { type = remove_trait value = selfish }
		effect = { type = remove_trait value = modest }
		effect = { type = remove_trait value = leper }
	}
}

character_event = { # Your child is often involved in fights with other toddlers
	id = 6904

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 1 }
		condition = { type = not value = { type = age value = 6 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 150

		modifier = {
			condition = { type = father_trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = cruel }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = valorous }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = coward }
			factor = 1.5
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 2.0
		}
	}

	action_a = { # That's good news
		effect = { type = random chance = 50
			effect = { type = add_trait value = energetic }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = cruel }
		}
	}
	action_b = { # Try to steer the child's energy elsewhere
		effect = { type = random chance = 50
			effect = { type = add_trait value = suspicious }
		}
		effect = { type = random chance = 30
			effect = { type = add_trait value = energetic }
		}
	}
	action_c = { # Discipline the child
		effect = { type = random chance = 50
			effect = { type = add_trait value = vengeful }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = coward }
		}
	}
	action_d = { # Let the monks purge sin from the child
		effect = { type = add_trait value = modest }
		effect = { type = remove_trait value = selfish }
		effect = { type = remove_trait value = trusting }
		effect = { type = remove_trait value = leper }
	}
}

character_event = { # Your child always wants more toys
	id = 6905

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 1 }
		condition = { type = not value = { type = age value = 6 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 150

		modifier = {
			condition = { type = father_trait value = selfish }
			factor = 0.7
		}
		modifier = {
			condition = { type = father_trait value = trusting }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = suspicious }
			factor = 1.2
		}
		modifier = {
			condition = { type = father_trait value = cruel }
			factor = 1.2
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 2.0
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 2.0
		}
	}

	action_a = { # Let the child have them
		effect = { type = random chance = 50
			effect = { type = add_trait value = selfish }
		}
	}
	action_b = { # Encourage the child to play outside instead
		effect = { type = random chance = 50
			effect = { type = add_trait value = energetic }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = suspicious }
		}
	}
	action_c = { # Teach the child some humility
		effect = { type = random chance = 50
			effect = { type = add_trait value = suspicious }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = vengeful }
		}
	}
	action_d = { # Off to the nannies with you, leech!
		effect = { type = add_trait value = selfish }
		effect = { type = remove_trait value = modest }
		effect = { type = remove_trait value = trusting }
		effect = { type = remove_trait value = leper }
	}
}

# 6906-6910 left empty for more early childhood ones

character_event = { # Dad, where's mom?
	id = 6911

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 6 }
		condition = { type = not value = { type = age value = 11 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
		condition = { type = or
			condition = { type = trait value = bastard }
			condition = { type = not value = { type = mother condition = { type = is_alive } } }
		}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.25
		}
	}

	action_a = { # Mom is an angel now
		effect = { type = random chance = 50
			effect = { type = add_trait value = honest }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = modest }
		}
	}
	action_b = { # Mom has gone to a long journey
		effect = { type = random chance = 50
			effect = { type = add_trait value = energetic }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = deceitful }
		}
	}
	action_c = { # Don't me ask me things like that!
		effect = { type = random chance = 50
			effect = { type = add_trait value = deceitful }
		}
	}
}

character_event = { # Your child has trouble making friends
	id = 6912

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 6 }
		condition = { type = not value = { type = age value = 11 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = lisp }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.9
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.25
		}
	}

	action_a = { # Friends are overvalued commodity anyway 
		effect = { type = random chance = 50
			effect = { type = add_trait value = proud }
		}
		effect = { type = random chance = 25
			effect = { type = remove_trait value = energetic }
		}
	}
	action_b = { # Help the child along
		effect = { type = random chance = 50
			effect = { type = add_trait value = modest }
		}
		effect = { type = random chance = 30
			effect = { type = remove_trait value = suspicious }
		}
	}
	action_c = { # Give the child toys to attract friends with
		effect = { type = random chance = 50
			effect = { type = add_trait value = arbitrary }
		}
		effect = { type = random chance = 20
			effect = { type = remove_trait value = vengeful }
		}
	}
}

character_event = { # Why must I go to school today instead of playing "Who's afraid of the Black Knight" with my friends?
	id = 6913

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 6 }
		condition = { type = not value = { type = age value = 11 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
	}

	action_a = { # You can play only after school 
		effect = { type = random chance = 50
			effect = { type = add_trait value = honest }
		}
		effect = { type = random chance = 25
			effect = { type = remove_trait value = energetic }
		}
	}
	action_b = { # Play all you like then
		effect = { type = random chance = 50
			effect = { type = add_trait value = reckless }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = arbitrary }
		}
	}
	action_c = { # You can play with a birch if you like, go to school!
		effect = { type = random chance = 50
			effect = { type = remove_trait value = energetic }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = wise }
		}
	}
}

character_event = { # Where do heathens come from?
	id = 6914

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 6 }
		condition = { type = not value = { type = age value = 11 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = trusting }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
	}

	action_a = { # Heathens are people just like us 
		effect = { type = random chance = 50
			effect = { type = add_trait value = merciful }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = sceptical }
		}
	}
	action_b = { # They are demons from Hell!
		effect = { type = random chance = 50
			effect = { type = add_trait value = cruel }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = zealous }
		}
	}
	action_c = { # They are men like us, but unbeliever enemies
		effect = { type = random chance = 50
			effect = { type = add_trait value = proud }
		}
		effect = { type = random chance = 25
			effect = { type = remove_trait value = coward }
		}
	}
}

character_event = { # Your child is often playing very daring games with other children
	id = 6915

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 6 }
		condition = { type = not value = { type = age value = 11 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = trait value = coward } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = suspicious }
			factor = 1.25
		}
	}

	action_a = { # Let the child play, what harm could there be? 
		effect = { type = random chance = 50
			effect = { type = add_trait value = valorous }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = reckless }
		}
		effect = { type = random chance = 5
			effect = { type = death }
		}
	}
	action_b = { # Try to limit the child's games a bit
		effect = { type = random chance = 50
			effect = { type = add_trait value = vengeful }
		}
		effect = { type = random chance = 20
			effect = { type = remove_trait value = energetic }
		}
	}
	action_c = { # Curfew the child!
		effect = { type = random chance = 50
			effect = { type = add_trait value = lazy }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = deceitful }
		}
	}
}

character_event = { # Daddy, does God exist?
	id = 6916

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 6 }
		condition = { type = not value = { type = age value = 11 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = sceptical } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = trusting }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 1.25
		}
	}

	action_a = { # Of course my child, go to play now
		effect = { type = random chance = 50
			effect = { type = add_trait value = arbitrary }
		}
		effect = { type = random chance = 25
			effect = { type = remove_trait value = suspicious }
		}
	}
	action_b = { # Certainly child, let me tell you all about Him
		effect = { type = random chance = 50
			effect = { type = add_trait value = zealous }
		}
		effect = { type = random chance = 20
			effect = { type = remove_trait value = coward }
		}
	}
	action_c = { # My child, let me explain how things really are...
		effect = { type = random chance = 50
			effect = { type = add_trait value = sceptical }
		}
		effect = { type = random chance = 15
			effect = { type = add_trait value = wise }
		}
	}
}

character_event = { # Why do people die?
	id = 6917

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 6 }
		condition = { type = not value = { type = age value = 11 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 1.25
		}
	}

	action_a = { # Because they are too carefree
		effect = { type = random chance = 50
			effect = { type = add_trait value = temperate }
		}
		effect = { type = random chance = 25
			effect = { type = remove_trait value = energetic }
		}
	}
	action_b = { # Everyone dies, sooner or later
		effect = { type = random chance = 50
			effect = { type = add_trait value = wise }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = stress_symptom }
		}
	}
	action_c = { # It's all part of God's plan
		effect = { type = random chance = 50
			effect = { type = add_trait value = zealous }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = arbitrary }
		}
	}
}

character_event = { # Will I be king some day?
	id = 6918

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 6 }
		condition = { type = not value = { type = age value = 11 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = coward }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = vengeful }
			factor = 1.25
		}
	}

	action_a = { # Of course you will my dear
		effect = { type = random chance = 50
			effect = { type = add_trait value = proud }
		}
		effect = { type = random chance = 20
			effect = { type = add_trait value = arbitrary }
		}
	}
	action_b = { # If you deserve it, you shall
		effect = { type = random chance = 50
			effect = { type = add_trait value = reckless }
		}
		effect = { type = random chance = 30
			effect = { type = add_trait value = energetic }
		}
	}
	action_c = { # No you won't, silly child!
		effect = { type = random chance = 50
			effect = { type = add_trait value = modest }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = vengeful }
		}
		effect = { type = random chance = 5
			effect = { type = add_trait value = bastard }
		}
	}
}

# 6919-6924 left empty for more middle childhood ones

character_event = { # Your child has developed a habit for wild parties.
	id = 6925

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 11 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
		condition = { type = or
			condition = { type = and
				condition = { type = trait value = energetic }
				condition = { type = trait value = reckless }
			}
			condition = { type = and
				condition = { type = trait value = energetic }
				condition = { type = trait value = selfish }
			}
			condition = { type = and
				condition = { type = trait value = reckless }
				condition = { type = trait value = selfish }
			}
		}
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = and
				condition = { type = trait value = energetic }
				condition = { type = trait value = selfish }
				condition = { type = trait value = reckless }
			}
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 1.25
		}
	}

	action_a = { # There is nothing I can do
		effect = { type = random chance = 50
			effect = { type = add_trait value = indulgent }
		}
	}
	action_b = { # Curfews!
		effect = { type = random chance = 50
			effect = { type = remove_trait value = energetic }
		}
		effect = { type = random chance = 30
			effect = { type = add_trait value = lazy }
		}
		effect = { type = random chance = 25
			effect = { type = remove_trait value = reckless }
		}
	}
}

character_event = { # If we're Catholic and our enemies are Catholic, why are we fighting?
	id = 6926

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 11 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = ruler_csc condition = { type = and
			condition = { type = atwar }
			condition = { type = enemy_same_religion }
		} }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = honest }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = deceitful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 1.25
		}
	}

	action_a = { # Fighting heathens is just silly church thing
		effect = { type = random chance = 50
			effect = { type = remove_trait value = zealous }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = sceptical }
		}
	}
	action_b = { # I fight who I like!
		effect = { type = random chance = 50
			effect = { type = remove_trait value = honest }
		}
		effect = { type = random chance = 30
			effect = { type = add_trait value = arbitrary }
		}
	}
}

character_event = { # Why is the church so rich when the peasants are starving and poor?
	id = 6927

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 11 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = cruel }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 1.25
		}
	}

	action_a = { # Because for the poor is the kingdom of heaven
		effect = { type = random chance = 50
			effect = { type = remove_trait value = selfish }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = modest }
		}
	}
	action_b = { # How about sharing of your own then?
		effect = { type = random chance = 50
			effect = { type = remove_trait value = cruel }
		}
		effect = { type = random chance = 30
			effect = { type = add_trait value = generous }
		}
	}
}

character_event = { # Why did let off that peasant accused from poaching?
	id = 6928

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 11 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = cruel }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = merciful }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.25
		}
	}

	action_a = { # Because he needed the deer more than me
		effect = { type = random chance = 50
			effect = { type = remove_trait value = arbitrary }
		}
		effect = { type = random chance = 30
			effect = { type = add_trait value = just }
		}
	}
	action_b = { # A good deed in a day keeps man happy
		effect = { type = random chance = 50
			effect = { type = remove_trait value = cruel }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = forgiving }
		}
	}
}

character_event = { # These peasants we have are all mine to command like little slaves, right?
	id = 6929

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 11 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = proud }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = wise }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = modest }
			factor = 1.25
		}
	}

	action_a = { # That's right child
		effect = { type = random chance = 50
			effect = { type = remove_trait value = modest }
		}
		effect = { type = random chance = 30
			effect = { type = add_trait value = selfish }
		}
	}
	action_b = { # That's it, you're under curfew!
		effect = { type = random chance = 50
			effect = { type = remove_trait value = proud }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = vengeful }
		}
	}
}

character_event = { # If a tree falls in the woods and there's nobody there to hear it, does it make a noise?
	id = 6930

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 11 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = suspicious }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = arbitrary }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = reckless }
			factor = 1.25
		}
	}

	action_a = { # Good question, you should ponder it on your own
		effect = { type = random chance = 50
			effect = { type = remove_trait value = reckless }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = wise }
		}
	}
	action_b = { # You should concentrate on something useful instead
		effect = { type = random chance = 50
			effect = { type = remove_trait value = suspicious }
		}
		effect = { type = random chance = 30
			effect = { type = add_trait value = energetic }
		}
	}
}

character_event = { # Since we all die anyway, why to be so hassled about life?
	id = 6931

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 11 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = sceptical }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 1.25
		}
		modifier = {
			condition = { type = trait value = zealous }
			factor = 1.25
		}
	}

	action_a = { # I suppose you are right
		effect = { type = random chance = 50
			effect = { type = remove_trait value = energetic }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = lazy }
		}
	}
	action_b = { # But what about the enjoyment?
		effect = { type = random chance = 50
			effect = { type = remove_trait value = zealous }
		}
		effect = { type = random chance = 30
			effect = { type = add_trait value = indulgent }
		}
	}
}

character_event = { # How can I best serve God?
	id = 6932

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = ai } }
		condition = { type = age value = 11 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler } }
	}

	mean_time_to_happen = {
		months = 240

		modifier = {
			condition = { type = trait value = zealous }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = energetic }
			factor = 0.75
		}
		modifier = {
			condition = { type = trait value = sceptical }
			factor = 2
		}
		modifier = {
			condition = { type = trait value = selfish }
			factor = 1.25
		}
	}

	action_a = { # Be brave against His enemies!
		effect = { type = random chance = 50
			effect = { type = remove_trait value = coward }
		}
		effect = { type = random chance = 30
			effect = { type = add_trait value = valorous }
		}
	}
	action_b = { # Be just to all His children
		effect = { type = random chance = 50
			effect = { type = remove_trait value = selfish }
		}
		effect = { type = random chance = 25
			effect = { type = add_trait value = just }
		}
	}
}

# 6933-6939 left empty for more late childhood ones

######################################
# Raising children by nannies results

character_event = { # This child turned out as an egoistical rapscallion.
	id = 6940

	picture = "event_education"

	trigger = {
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = trait value = selfish }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = father_trait value = selfish }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = proud }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = deceitful }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = generous }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = modest }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = just }
			factor = 1.1
		}
		modifier = {
			condition = { type = father_trait value = honest }
			factor = 1.1
		}
	}

	action_a = { # Oh dear!
		effect = { type = add_trait value = proud }
		effect = { type = random chance = 35
			effect = { type = add_trait value = arbitrary }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = deceitful }
		}
	}
}

character_event = { # This child turned out as a girlish sissy.
	id = 6941

	picture = "event_education"

	trigger = {
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = trait value = selfish }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = father_trait value = merciful }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = forgiving }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = temperate }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = generous }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = cruel }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = vengeful }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = indulgent }
			factor = 1.1
		}
		modifier = {
			condition = { type = father_trait value = selfish }
			factor = 1.1
		}
	}

	action_a = { # Oh dear!
		effect = { type = remove_trait value = selfish }
		effect = { type = add_trait value = merciful }
		effect = { type = random chance = 75
			effect = { type = add_trait value = forgiving }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = temperate }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = generous }
		}
	}
}

character_event = { # This child turned out as a mischievous blackguard.
	id = 6942

	picture = "event_education"

	trigger = {
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = trait value = selfish }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = father_trait value = energetic }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = cruel }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = reckless }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = vengeful }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = lazy }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = merciful }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = wise }
			factor = 1.1
		}
		modifier = {
			condition = { type = father_trait value = forgiving }
			factor = 1.1
		}
	}

	action_a = { # Oh dear!
		effect = { type = remove_trait value = selfish }
		effect = { type = add_trait value = energetic }
		effect = { type = random chance = 75
			effect = { type = add_trait value = cruel }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = reckless }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = vengeful }
		}
	}
}

####################################
# Raising children by monks results

character_event = { # This child turned out as a sniveling bookworm.
	id = 6943

	picture = "event_education"

	trigger = {
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = trait value = modest }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = selfish } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = father_trait value = modest }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = wise }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = coward }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = temperate }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = proud }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = reckless }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = valorous }
			factor = 1.1
		}
		modifier = {
			condition = { type = father_trait value = indulgent }
			factor = 1.1
		}
	}

	action_a = { # Oh dear!
		effect = { type = add_trait value = wise }
		effect = { type = random chance = 35
			effect = { type = add_trait value = coward }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = temperate }
		}
	}
}

character_event = { # This child turned out as a heathen bashing fanatic.
	id = 6944

	picture = "event_education"

	trigger = {
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = trait value = modest }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = selfish } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = father_trait value = zealous }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = valorous }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = reckless }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = cruel }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = sceptical }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = coward }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = wise }
			factor = 1.1
		}
		modifier = {
			condition = { type = father_trait value = merciful }
			factor = 1.1
		}
	}

	action_a = { # Oh dear!
		effect = { type = remove_trait value = modest }
		effect = { type = add_trait value = zealous }
		effect = { type = random chance = 75
			effect = { type = add_trait value = valorous }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = reckless }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = cruel }
		}
	}
}

character_event = { # This child turned out as a critical scholar.
	id = 6945

	picture = "event_education"

	trigger = {
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = trait value = modest }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = selfish } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = father_trait value = suspicious }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = sceptical }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = wise }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = trusting }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = zealous }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = reckless }
			factor = 1.1
		}
		modifier = {
			condition = { type = father_trait value = just }
			factor = 1.1
		}
	}

	action_a = { # Oh dear!
		effect = { type = remove_trait value = modest }
		effect = { type = add_trait value = suspicious }
		effect = { type = random chance = 75
			effect = { type = add_trait value = sceptical }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = wise }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = arbitrary }
		}
	}
}

################################
# Raised by local noble results

character_event = { # This child turned out as a muppet of barons.
	id = 6946

	picture = "event_education"

	trigger = {
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = trait value = trusting }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = modest } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = selfish } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = father_trait value = coward }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = trusting }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = lazy }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = indulgent }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = valorous }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = suspicious }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = energetic }
			factor = 1.1
		}
		modifier = {
			condition = { type = father_trait value = temperate }
			factor = 1.1
		}
	}

	action_a = { # Oh dear!
		effect = { type = add_trait value = coward }
		effect = { type = random chance = 35
			effect = { type = add_trait value = lazy }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = indulgent }
		}
	}
}

character_event = { # This child turned out as an aggressive warmonger.
	id = 6947

	picture = "event_education"

	trigger = {
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = trait value = trusting }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = modest } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = selfish } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = father_trait value = valorous }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = cruel }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = energetic }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = arbitrary }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = coward }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = merciful }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = lazy }
			factor = 1.1
		}
		modifier = {
			condition = { type = father_trait value = just }
			factor = 1.1
		}
	}

	action_a = { # Oh dear!
		effect = { type = remove_trait value = trusting }
		effect = { type = add_trait value = valorous }
		effect = { type = random chance = 75
			effect = { type = add_trait value = cruel }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = energetic }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = arbitrary }
		}
	}
}

character_event = { # This child turned out as a promise of a great stateman.
	id = 6948

	picture = "event_education"

	trigger = {
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = leper } }
		condition = { type = trait value = trusting }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = modest } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = selfish } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = coward } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
	}

	mean_time_to_happen = {
		months = 12

		modifier = {
			condition = { type = father_trait value = just }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = honest }
			factor = 0.8
		}
		modifier = {
			condition = { type = father_trait value = wise }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = proud }
			factor = 0.9
		}
		modifier = {
			condition = { type = father_trait value = arbitrary }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = deceitful }
			factor = 1.25
		}
		modifier = {
			condition = { type = father_trait value = reckless }
			factor = 1.1
		}
		modifier = {
			condition = { type = father_trait value = modest }
			factor = 1.1
		}
	}

	action_a = { # Oh dear!
		effect = { type = remove_trait value = trusting }
		effect = { type = add_trait value = just }
		effect = { type = random chance = 75
			effect = { type = add_trait value = honest }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = wise }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = proud }
		}
	}
}

#######################################
# Event for paying up the self-raising
#######################################

character_event = { # Pay up!
	id = 6949

	picture = "event_moneycollection"

	immidiate = {
		effect = { type = gold scale = -0.1 }
		effect = { type = prestige scale = -0.33 }
		effect = { type = random chance = 20
			effect = { type = fertility value = -1 }
		}
		effect = { type = random chance = 5
			effect = { type = health value = -1 }
		}
	}
}


##########
# Bundles
##########

character_event = { # Autocrat
	id = 6950

	picture = "event_default"

	trigger = {
		condition = { type = or
			condition = { type = ai }
			condition = { type = not value = { type = trait value = leper } }
		}
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
		condition = { type = not value = { type = trait value = selfish } }
	}

	mean_time_to_happen = {
		months = 12

	}

	action_a = {
		effect = { type = add_trait value = arbitrary }
		effect = { type = random chance = 75
			effect = { type = add_trait value = selfish }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = proud }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = cruel }
		}
	}
}
character_event = { # Bravo
	id = 6951

	picture = "event_default"

	trigger = {
		condition = { type = or
			condition = { type = ai }
			condition = { type = not value = { type = trait value = leper } }
		}
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
		condition = { type = not value = { type = trait value = selfish } }
	}

	mean_time_to_happen = {
		months = 12

	}

	action_a = {
		effect = { type = add_trait value = valorous }
		effect = { type = random chance = 75
			effect = { type = add_trait value = reckless }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = energetic }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = proud }
		}
	}
}
character_event = { # Caregiver
	id = 6952

	picture = "event_default"

	trigger = {
		condition = { type = or
			condition = { type = ai }
			condition = { type = not value = { type = trait value = leper } }
		}
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
		condition = { type = not value = { type = trait value = selfish } }
	}

	mean_time_to_happen = {
		months = 12

	}

	action_a = {
		effect = { type = add_trait value = merciful }
		effect = { type = random chance = 75
			effect = { type = add_trait value = generous }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = temperate }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = modest }
		}
	}
}
character_event = { # Conniver
	id = 6953

	picture = "event_default"

	trigger = {
		condition = { type = or
			condition = { type = ai }
			condition = { type = not value = { type = trait value = leper } }
		}
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
		condition = { type = not value = { type = trait value = selfish } }
	}

	mean_time_to_happen = {
		months = 12

	}

	action_a = {
		effect = { type = add_trait value = deceitful }
		effect = { type = random chance = 75
			effect = { type = add_trait value = wise }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = suspicious }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = sceptical }
		}
	}
}
character_event = { # Follower
	id = 6954

	picture = "event_default"

	trigger = {
		condition = { type = or
			condition = { type = ai }
			condition = { type = not value = { type = trait value = leper } }
		}
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
		condition = { type = not value = { type = trait value = selfish } }
	}

	mean_time_to_happen = {
		months = 12

	}

	action_a = {
		effect = { type = add_trait value = coward }
		effect = { type = random chance = 75
			effect = { type = add_trait value = trusting }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = modest }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = honest }
		}
	}
}
character_event = { # Fanatic
	id = 6955

	picture = "event_default"

	trigger = {
		condition = { type = or
			condition = { type = ai }
			condition = { type = not value = { type = trait value = leper } }
		}
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
		condition = { type = not value = { type = trait value = selfish } }
	}

	mean_time_to_happen = {
		months = 12

	}

	action_a = {
		effect = { type = add_trait value = zealous }
		effect = { type = random chance = 75
			effect = { type = add_trait value = vengeful }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = energetic }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = valorous }
		}
	}
}
character_event = { # Martyr
	id = 6956

	picture = "event_default"

	trigger = {
		condition = { type = or
			condition = { type = ai }
			condition = { type = not value = { type = trait value = leper } }
		}
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
		condition = { type = not value = { type = trait value = selfish } }
	}

	mean_time_to_happen = {
		months = 12

	}

	action_a = {
		effect = { type = add_trait value = forgiving }
		effect = { type = random chance = 75
			effect = { type = add_trait value = just }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = lazy }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = zealous }
		}
	}
}
character_event = { # Monster
	id = 6957

	picture = "event_default"

	trigger = {
		condition = { type = or
			condition = { type = ai }
			condition = { type = not value = { type = trait value = leper } }
		}
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
		condition = { type = not value = { type = trait value = selfish } }
	}

	mean_time_to_happen = {
		months = 12

	}

	action_a = {
		effect = { type = add_trait value = cruel }
		effect = { type = random chance = 75
			effect = { type = add_trait value = selfish }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = arbitrary }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = vengeful }
		}
	}
}
character_event = { # Survivor
	id = 6958

	picture = "event_default"

	trigger = {
		condition = { type = or
			condition = { type = ai }
			condition = { type = not value = { type = trait value = leper } }
		}
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
		condition = { type = not value = { type = trait value = selfish } }
	}

	mean_time_to_happen = {
		months = 12

	}

	action_a = {
		effect = { type = add_trait value = suspicious }
		effect = { type = random chance = 75
			effect = { type = add_trait value = coward }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = sceptical }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = wise }
		}
	}
}
character_event = { # Thrill-seeker
	id = 6959

	picture = "event_default"

	trigger = {
		condition = { type = or
			condition = { type = ai }
			condition = { type = not value = { type = trait value = leper } }
		}
		condition = { type = age value = 12 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = not value = { type = trait value = lustful } }
		condition = { type = not value = { type = trait value = chaste } }
		condition = { type = not value = { type = trait value = sceptical } }
		condition = { type = not value = { type = trait value = zealous } }
		condition = { type = not value = { type = trait value = indulgent } }
		condition = { type = not value = { type = trait value = temperate } }
		condition = { type = not value = { type = trait value = reckless } }
		condition = { type = not value = { type = trait value = wise } }
		condition = { type = not value = { type = trait value = arbitrary } }
		condition = { type = not value = { type = trait value = just } }
		condition = { type = not value = { type = trait value = cruel } }
		condition = { type = not value = { type = trait value = merciful } }
		condition = { type = not value = { type = trait value = deceitful } }
		condition = { type = not value = { type = trait value = honest } }
		condition = { type = not value = { type = trait value = coward  } }
		condition = { type = not value = { type = trait value = valorous  } }
		condition = { type = not value = { type = trait value = vengeful  } }
		condition = { type = not value = { type = trait value = forgiving  } }
		condition = { type = not value = { type = trait value = modest  } }
		condition = { type = not value = { type = trait value = proud  } }
		condition = { type = not value = { type = trait value = energetic } }
		condition = { type = not value = { type = trait value = lazy } }
		condition = { type = not value = { type = trait value = trusting } }
		condition = { type = not value = { type = trait value = suspicious } }
		condition = { type = not value = { type = trait value = generous } }
		condition = { type = not value = { type = trait value = selfish } }
	}

	mean_time_to_happen = {
		months = 12

	}

	action_a = {
		effect = { type = add_trait value = honest }
		effect = { type = random chance = 75
			effect = { type = add_trait value = indulgent }
		}
		effect = { type = random chance = 35
			effect = { type = add_trait value = trusting }
		}
		effect = { type = random chance = 10
			effect = { type = add_trait value = reckless }
		}
	}
}

#####################
# Personality Crisis series

character_event = {
	id = 6960

	picture = "event_madness"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 21 } }
		condition = { type = trait value = cruel }
		condition = { type = trait value = forgiving }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = depression } }
	}

	mean_time_to_happen = {
		months = 40

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = marshal }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = steward }
				condition = { type = chaplain }
			}
			factor = 0.75
		}
	}

	action_a = {
		ai_chance = 45
		effect = { type = remove_trait value = cruel }
	}
	action_b = {
		ai_chance = 45
		effect = { type = remove_trait value = forgiving }
	}
	action_c = {
		ai_chance = 10
		effect = { type = random chance = 35
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = {
	id = 6961

	picture = "event_madness"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 21 } }
		condition = { type = trait value = merciful }
		condition = { type = trait value = vengeful }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = depression } }
	}

	mean_time_to_happen = {
		months = 40

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = marshal }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = steward }
				condition = { type = chaplain }
			}
			factor = 0.75
		}
	}

	action_a = {
		ai_chance = 45
		effect = { type = remove_trait value = merciful }
	}
	action_b = {
		ai_chance = 45
		effect = { type = remove_trait value = vengeful }
	}
	action_c = {
		ai_chance = 10
		effect = { type = random chance = 35
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = {
	id = 6962

	picture = "event_madness"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 21 } }
		condition = { type = trait value = selfish }
		condition = { type = trait value = just }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = depression } }
	}

	mean_time_to_happen = {
		months = 40

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = marshal }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = steward }
				condition = { type = chaplain }
			}
			factor = 0.75
		}
	}

	action_a = {
		ai_chance = 45
		effect = { type = remove_trait value = selfish }
	}
	action_b = {
		ai_chance = 45
		effect = { type = remove_trait value = just }
	}
	action_c = {
		ai_chance = 10
		effect = { type = random chance = 35
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = {
	id = 6963

	picture = "event_madness"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 21 } }
		condition = { type = trait value = lustful }
		condition = { type = trait value = honest }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = depression } }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = is_married }
			factor = 0.5
		}
	}

	action_a = {
		ai_chance = 45
		effect = { type = remove_trait value = lustful }
	}
	action_b = {
		ai_chance = 45
		effect = { type = remove_trait value = honest }
	}
	action_c = {
		ai_chance = 10
		effect = { type = random chance = 35
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = {
	id = 6964

	picture = "event_madness"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 21 } }
		condition = { type = trait value = wise }
		condition = { type = trait value = valorous }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = depression } }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = marshal }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = steward }
				condition = { type = chaplain }
			}
			factor = 0.75
		}
	}

	action_a = {
		ai_chance = 45
		effect = { type = remove_trait value = valorous }
	}
	action_b = {
		ai_chance = 45
		effect = { type = remove_trait value = wise }
	}
	action_c = {
		ai_chance = 10
		effect = { type = random chance = 35
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = {
	id = 6965

	picture = "event_madness"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 21 } }
		condition = { type = trait value = lustful }
		condition = { type = trait value = zealous }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = depression } }
	}

	mean_time_to_happen = {
		months = 40

		modifier = {
			condition = { type = is_married }
			factor = 0.5
		}
	}

	action_a = {
		ai_chance = 45
		effect = { type = remove_trait value = lustful }
	}
	action_b = {
		ai_chance = 45
		effect = { type = remove_trait value = zealous }
	}
	action_c = {
		ai_chance = 10
		effect = { type = random chance = 35
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = {
	id = 6966

	picture = "event_madness"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 21 } }
		condition = { type = trait value = indulgent }
		condition = { type = trait value = zealous }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = depression } }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = marshal }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = steward }
				condition = { type = chaplain }
			}
			factor = 0.75
		}
	}

	action_a = {
		ai_chance = 45
		effect = { type = remove_trait value = indulgent }
	}
	action_b = {
		ai_chance = 45
		effect = { type = remove_trait value = zealous }
	}
	action_c = {
		ai_chance = 10
		effect = { type = random chance = 35
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = {
	id = 6967

	picture = "event_madness"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 21 } }
		condition = { type = trait value = temperate }
		condition = { type = trait value = reckless }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = depression } }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = marshal }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = steward }
				condition = { type = chaplain }
			}
			factor = 0.75
		}
	}

	action_a = {
		ai_chance = 45
		effect = { type = remove_trait value = temperate }
	}
	action_b = {
		ai_chance = 45
		effect = { type = remove_trait value = reckless }
	}
	action_c = {
		ai_chance = 10
		effect = { type = random chance = 35
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = {
	id = 6968

	picture = "event_madness"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 21 } }
		condition = { type = trait value = chaste }
		condition = { type = trait value = indulgent }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = depression } }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = is_married }
			factor = 0.5
		}
	}

	action_a = {
		ai_chance = 45
		effect = { type = remove_trait value = chaste }
	}
	action_b = {
		ai_chance = 45
		effect = { type = remove_trait value = indulgent }
	}
	action_c = {
		ai_chance = 10
		effect = { type = random chance = 35
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = {
	id = 6969

	picture = "event_madness"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 21 } }
		condition = { type = trait value = just }
		condition = { type = trait value = lustful }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = depression } }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = is_married }
			factor = 0.5
		}
	}

	action_a = {
		ai_chance = 45
		effect = { type = remove_trait value = just }
	}
	action_b = {
		ai_chance = 45
		effect = { type = remove_trait value = lustful }
	}
	action_c = {
		ai_chance = 10
		effect = { type = random chance = 35
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = {
	id = 6970

	picture = "event_madness"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = not value = { type = age value = 21 } }
		condition = { type = trait value = reckless }
		condition = { type = trait value = suspicious }
		condition = { type = not value = { type = trait value = stress_symptom } }
		condition = { type = not value = { type = trait value = maniac } }
		condition = { type = not value = { type = trait value = schizofrenia } }
		condition = { type = not value = { type = trait value = depression } }
	}

	mean_time_to_happen = {
		months = 60

		modifier = {
			condition = { type = or
				condition = { type = ruler }
				condition = { type = marshal }
				condition = { type = chancellor }
				condition = { type = spymaster }
				condition = { type = steward }
				condition = { type = chaplain }
			}
			factor = 0.75
		}
	}

	action_a = {
		ai_chance = 45
		effect = { type = remove_trait value = reckless }
	}
	action_b = {
		ai_chance = 45
		effect = { type = remove_trait value = suspicious }
	}
	action_c = {
		ai_chance = 10
		effect = { type = random chance = 35
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

###############################################
# Aprupt ending to parental upbringing results
###############################################

character_event = { # Losing your fatherly guidance at such young age has made you a nervous wreck.
	id = 6971

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = age value = 9 } }
		condition = { type = trait value = leper }
		condition = { type = father condition = { type = not value = { type = is_alive } } }
	}

	mean_time_to_happen = {
		months = 12

	}

	immidiate = {
		effect = { type = add_trait value = coward }
		effect = { type = remove_trait value = leper }
		effect = { type = random chance = 25
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = { # Losing your fatherly guidance at such young age has made you distrustful of everything.
	id = 6972

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = age value = 9 } }
		condition = { type = trait value = leper }
		condition = { type = father condition = { type = not value = { type = is_alive } } }
	}

	mean_time_to_happen = {
		months = 12

	}

	immidiate = {
		effect = { type = add_trait value = suspicious }
		effect = { type = remove_trait value = leper }
		effect = { type = random chance = 10
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = { # Losing your fatherly guidance at such young age has made you channel your energy outwards in an effort to not think about it.
	id = 6973

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = age value = 9 } }
		condition = { type = trait value = leper }
		condition = { type = father condition = { type = not value = { type = is_alive } } }
	}

	mean_time_to_happen = {
		months = 12

	}

	immidiate = {
		effect = { type = add_trait value = energetic }
		effect = { type = remove_trait value = leper }
		effect = { type = random chance = 5
			effect = { type = add_trait value = stress_symptom }
		}
	}
}

character_event = { # Losing your fatherly guidance while still at the later part of your childhood has made you hate god for doing this to you.
	id = 6974

	picture = "event_education"

	trigger = {
		condition = { type = age value = 9 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = father condition = { type = not value = { type = is_alive } } }
	}

	mean_time_to_happen = {
		months = 12

	}

	immidiate = {
		effect = { type = add_trait value = sceptical }
		effect = { type = remove_trait value = leper }
	}
}

character_event = { # Losing your fatherly guidance while still at the later part of your childhood has made you to rely only on yourself with decisions.
	id = 6975

	picture = "event_education"

	trigger = {
		condition = { type = age value = 9 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = father condition = { type = not value = { type = is_alive } } }
	}

	mean_time_to_happen = {
		months = 12

	}

	immidiate = {
		effect = { type = add_trait value = arbitrary }
		effect = { type = remove_trait value = leper }
	}
}

character_event = { # Losing your fatherly guidance while still at the later part of your childhood has encouraged you to draw wisdom from reflecting at the loss.
	id = 6976

	picture = "event_education"

	trigger = {
		condition = { type = age value = 9 }
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = father condition = { type = not value = { type = is_alive } } }
	}

	mean_time_to_happen = {
		months = 12

	}

	immidiate = {
		effect = { type = add_trait value = wise }
		effect = { type = remove_trait value = leper }
	}
}

character_event = { # Your father has sent you away from home! Who will take care of you now?
	id = 6977

	picture = "event_education"

	trigger = {
		condition = { type = not value = { type = age value = 16 } }
		condition = { type = trait value = leper }
		condition = { type = not value = { type = ruler_child } }
		condition = { type = father condition = { type = is_alive } }
	}

	mean_time_to_happen = {
		months = 12

	}

	action_a = { # Hrmph, who needs daddy anyway!
		ai_chance = 50
		effect = { type = add_trait value = proud }
		effect = { type = remove_trait value = leper }
		effect = { type = random chance = 50
			effect = { type = add_trait value = suspicious }
		}
	}
	action_b = { # I shall have my payback for this!
		ai_chance = 50
			modifier = { condition = { type = trait value = bastard } factor = 4 }
		effect = { type = add_trait value = vengeful }
		effect = { type = remove_trait value = leper }
		effect = { type = random chance = 50
			effect = { type = add_trait value = deceitful }
		}
	}
}

# 6978-6998 free

################################
# Removing Parental Upbringing #
################################

character_event = {
	id = 6999

	picture = "event_education"

	trigger = {
		condition = { type = age value = 16 }
		condition = { type = trait value = leper }
	}

	mean_time_to_happen = {
		days = 1

	}

	immidiate = {
		effect = { type = remove_trait value = leper }
	}
}

###############################################################
# Prestige and piety resulting from traits for ruler children #
# Events written by Jinnai and added Jan 29/06                #
# Reserved ID RANGE 8901-8999                                 #
###############################################################

character_event = { #bastard
	id = 8901
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
		condition = { type = trait value = bastard }
	}
	mean_time_to_happen = { months = 300 }
	immidiate = { #I frown upon society too
		effect = { type = prestige value = -10 }
	}
}
character_event = { #Chaste
	id = 8902
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = chaste }
	}
	mean_time_to_happen = { months = 40 } #200 if other_heir works
	immidiate = { # Indeed I am
		effect = { type = piety value = 10 }
	}
}
character_event = { #Cruel
	id = 8903
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = cruel }
	}
	mean_time_to_happen = { months = 60 } #600 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = piety value = -10 }
	}
}
character_event = { #Deceitful
	id = 8904
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = deceitful }
	}
	mean_time_to_happen = { months = 120 } #600 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = prestige value = -10 }
	}
}
character_event = { #Forgiving
	id = 8905
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = forgiving }
	}
	mean_time_to_happen = { months = 60 } #600 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = piety value = 10 }
	}
}
character_event = { #Generous
	id = 8906
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = generous }
	}
	mean_time_to_happen = { months = 120 } #600 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = prestige value = 20 }
		effect = { type = piety value = 10 }
	}
}
character_event = { #honest
	id = 8907
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = honest }
	}
	mean_time_to_happen = { months = 120 } #600 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = prestige value = 10 }
	}
}
character_event = { #Indulgant
	id = 8908
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = indulgant }
	}
	mean_time_to_happen = { months = 60 } #600 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = piety value = -10 }
	}
}
character_event = { #lustful
	id = 8909
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = lustful }
	}
	mean_time_to_happen = { months = 40 } #200 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = piety value = -10 }
	}
}
character_event = { #merciful
	id = 8910
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = merciful }
	}
	mean_time_to_happen = { months = 60 } #600 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = piety value = 10 }
	}
}
character_event = { #modest
	id = 8911
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = modest }
	}
	mean_time_to_happen = { months = 120 } #600 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = prestige value = -20 }
		effect = { type = piety value = 10 }
	}
}
character_event = { #proud
	id = 8912
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = proud }
	}
	mean_time_to_happen = { months = 120 } #600 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = prestige value = 10 }
		effect = { type = piety value = -20 }
	}
}
character_event = { #reckless
	id = 8913
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = reckless }
	}
	mean_time_to_happen = { months = 120 } #600 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = prestige value = 10 }
	}
}
character_event = { #sceptical
	id = 8914
	picture = "event_religion"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = sceptical }
	}
	mean_time_to_happen = { months = 40 } #200 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = piety value = -10 }
	}
}
character_event = { #temperate
	id = 8915
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = temperate }
	}
	mean_time_to_happen = { months = 60 } #300 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = piety value = 10 }
	}
}
character_event = { #valorous
	id = 8916
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = valorous }
	}
	mean_time_to_happen = { months = 60 } #300 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = prestige value = 10 }
	}
}
character_event = { #Vengful
	id = 8917
	picture = "event_intrigue"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = vengful }
	}
	mean_time_to_happen = { months = 60 } #300 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = piety value = -10 }
	}
}
character_event = { #war_invalid
	id = 8918
	picture = "event_intrigue"
	name = "You're battle scar brings you fame and humility"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = war_invalid }
	}
	mean_time_to_happen = { months = 120 } #600 if other_heir works
	immidiate = { #Indeed they do
		effect = { type = prestige value = 10 }
		effect = { type = piety value = 10 }
	}
}
character_event = { #zealous
	id = 8919
	picture = "event_religion"
	trigger = {
		condition = { type = not value = { type = ruler } }
#		condition = { type = or
			condition = { type = primary_heir }
#			condition = { type = other_heir }
#		}
		condition = { type = trait value = zealous }
	}
	mean_time_to_happen = { months = 60 } #300 if other_heir works
	immidiate = { #Indeed I am
		effect = { type = piety value = 10 }
	}
}

#
#ID's free in this range 8920-8999
#