###########################################
#                                         #
# Way of Life war events                  #
#                                         #
# ID WoL.11000-WoL.11999                  #
#                                         #
###########################################

# Written by Joel Hansson

namespace = WoL

### Duels

# Get challenged
character_event = {
	id = WoL.11000
	desc = EVTDESC_WOL_11000
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				OR = {
					NOT = { has_character_modifier = declined_prestige_duel_timer }
					NOT = { 
						AND = {
							is_female = no
							event_target:challenger = { is_female = yes }
							top_liege = { is_nomadic = no }
						}
					}
				}
			}
			add_character_modifier = {
				modifier = declined_prestige_duel_timer
				duration = 1095
				hidden = yes
			}
			set_character_flag = punish_declining
		}
		if = {
			limit = { NOT = { has_character_modifier = recent_duel_timer } }
			add_character_modifier = {
				modifier = recent_duel_timer
				hidden = yes
				duration = 365
			}
		}
		FROMFROM = {
			if = {
				limit = { NOT = { has_character_modifier = recent_duel_timer } }
				add_character_modifier = {
					modifier = recent_duel_timer
					hidden = yes
					duration = 365
				}
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11000
		ai_chance = {
			factor = 20
			modifier = {
				factor = 2
				trait = proud
			}
			modifier = {
				factor = 0.05
				trait = craven
			}
			modifier = {
				factor = 0.3
				religion = jain
			}
			modifier = {
				religion_group = christian
				is_priest = yes
				factor = 0
			}
			modifier = {
				is_female = no
				FROM = { is_female = yes }
				top_liege = {
					is_nomadic = no
				}
				factor = 0.025
			}
		}
		if = {
			limit = { trait = craven }
			random = {
				chance = 20
				remove_trait = craven
			}
		}
		if = {
			limit = { religion = jain }
			piety = -20
			custom_tooltip = { text = jain_ahimsa_tooltip }
		}
		if = {
			limit = { 
				FROMFROM = { 
					has_opinion_modifier = { who = ROOT modifier = grievously_offended }
				}
			}
			FROMFROM = {
				remove_opinion = { who = ROOT modifier = grievously_offended }
			}
		}
		save_event_target_as = opponent
		set_character_flag = wol_focus_duel
		FROMFROM = {
			save_event_target_as = challenger
			set_character_flag = wol_focus_duel
			hidden_tooltip = {
				character_event = { id = WoL.11001 days = 3 }
			}
		}
		clr_character_flag = punish_declining
	}
	option = {
		name = EVTOPTB_WOL_11000
		ai_chance = {
			factor = 1
		}
		if = {
			limit = { has_character_flag = punish_declining }
			if = {
				limit = { 
					NOR = {
						trait = craven
						trait = brave
						trait = berserker 
					}
				}
				random = {
					chance = 30
					add_trait = craven
					hidden_tooltip = {
						character_event = {
							id = 38257 #Notify Craven
						}
					}
				}
			}
			if = {
				limit = {
					trait = brave
				}
				remove_trait = brave
			}
			prestige = -50
			add_character_modifier = {
				modifier = declined_prestige_duel_timer
				hidden = yes
				duration = 1095
			}
		}
		hidden_tooltip = {
			remove_character_modifier = recent_duel_timer
		}
		FROMFROM = {
			hidden_tooltip = {
				remove_character_modifier = recent_duel_timer
				opinion = {
					modifier = opinion_fled_duel
					who = ROOT
					years = 100
				}
				character_event = { id = WoL.11002 days = 3 }
			}
		}
		clr_character_flag = punish_declining
	}
}

# Start the duel
character_event = {
	id = WoL.11001
	is_triggered_only = yes
	desc = EVTDESC_WOL_11001
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	immediate = {
		if = {
			limit = { NOT = { has_character_modifier = recent_duel_timer } }
			add_character_modifier = {
				modifier = recent_duel_timer
				hidden = yes
				duration = 365
			}
		}
		if = {
			limit = {
				has_character_modifier = recent_duel_victory
			}
			remove_character_modifier = recent_duel_victory
		}
		event_target:opponent = {
			if = {
				limit = { NOT = { has_character_modifier = recent_duel_timer } }
				add_character_modifier = {
					modifier = recent_duel_timer
					hidden = yes
					duration = 365
				}
			}
			if = {
				limit = {
					has_character_modifier = recent_duel_victory
				}
				remove_character_modifier = recent_duel_victory
			}
		}
		opinion = {
			modifier = opinion_fought_duel
			who = event_target:opponent
			years = 150
		}		
		event_target:opponent = {			
			opinion = {
				modifier = opinion_fought_duel
				who = ROOT
				years = 150
			}			
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11001
		e_rebels = { holder_scope = { character_event = { id = DuelEngine.0 } } }
	}
}

# Duel rejected
character_event = {
	id = WoL.11002
	is_triggered_only = yes
	desc = EVTDESC_WOL_11002
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	option = {
		name = EVTOPTA_WOL_11002
	}
}

# Pop-in without dialogue to accept (event_target:opponent and event_target:challenger must be set)
character_event = {
	id = WoL.11003
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		if = {
			limit = { NOT = { has_character_modifier = recent_duel_timer } }
			add_character_modifier = {
				modifier = recent_duel_timer
				hidden = yes
				duration = 365
			}
		}
		if = {
			limit = {
				has_character_modifier = recent_duel_victory
			}
			remove_character_modifier = recent_duel_victory
		}
		event_target:opponent = {
			if = {
				limit = { NOT = { has_character_modifier = recent_duel_timer } }
				add_character_modifier = {
					modifier = recent_duel_timer
					hidden = yes
					duration = 365
				}
			}
		}
		opinion = {
			modifier = opinion_fought_duel
			who = event_target:opponent
			years = 150
		}		
		event_target:opponent = {			
			opinion = {
				modifier = opinion_fought_duel
				who = ROOT
				years = 150
			}
			hidden_tooltip = {
				character_event = { id = WoL.11004 }
			}
		}
	}
}

# Opponent bounce for scopes (hidden)
character_event = {
	id = WoL.11004
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		if = {
			limit = {
				has_character_modifier = recent_duel_victory
			}
			remove_character_modifier = recent_duel_victory
		}
		FROM = {
			character_event = { id = WoL.11005 }
		}
	}
}


# Duel (hidden)
character_event = {
	id = WoL.11005
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
#		log = "WoL.11005: [Root.GetBestName] challenged [From.GetBestName] on a duel"
		random_list = {
			1 = { # double death
				modifier = {
					OR = {
						combat_rating_diff = { who = FROM value = 4 }
						FROM = { combat_rating_diff = { who = ROOT value = 4 } }
					}
					factor = 0.2
				}
				modifier = {
					trait = wroth
					FROM = {
						trait = wroth
					}
					factor = 2
				}
				long_character_event = { id = WoL.11009 }
				FROM = { long_character_event = { id = WoL.11009 } }
			}
			1 = { # decapitate opponent
				modifier = {
					NOT = { combat_rating_diff = { who = FROM value = 1 } }
					factor = 0
				}
				add_character_modifier = {
					modifier = recent_duel_victory
					months = 12
				}
				long_character_event = { id = WoL.11011 }
			}
			1 = { # decapitate challenger
				modifier = {
					NOT = { FROM = { combat_rating_diff = { who = ROOT value = 1 } } }
					factor = 0
				}
				FROM = {
					add_character_modifier = {
						modifier = recent_duel_victory
						months = 12
					}
					long_character_event = { id = WoL.11011 } 
				}
			}
			200 = { # challenger win
				### modifiers
				#modifier = {
				#	factor = 0
				#	always = yes ######### DEBUGGING
				#}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 1 }
					}
					factor = 0.7
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 2 }
					}
					factor = 0.7
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 3 }
					}
					factor = 0.7
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 4 }
					}
					factor = 0.7
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 5 }
					}
					factor = 0.7
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 6 }
					}
					factor = 0.7
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 7 }
					}
					factor = 0.7
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 8 }
					}
					factor = 0.7
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 9 }
					}
					factor = 0.7
				}
				modifier = {
					FROM = {
						combat_rating_diff = { who = ROOT value = 10 }
					}
					factor = 0.7
				}
				### effects
				random_list = {
					70 = {						
						add_character_modifier = {
							modifier = recent_duel_victory
							months = 12
						}
						long_character_event = { id = WoL.11006 }
					}
					30 = {
						modifier = {
							FROM = { is_maimed_trigger = yes }
							factor = 0
						}
						add_character_modifier = {
							modifier = recent_duel_victory
							months = 12
						}
						set_character_flag = duel_maim
						long_character_event = { id = WoL.11006 }
					}
				}
			}
			200 = { # opponent win
				### modifiers
				#modifier = {
				#	factor = 0
				#	always = yes ######### DEBUGGING
				#}
				modifier = {
					combat_rating_diff = { who = FROM value = 1 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 2 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 3 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 4 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 5 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 6 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 7 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 8 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 9 }
					factor = 0.7
				}
				modifier = {
					combat_rating_diff = { who = FROM value = 10 }
					factor = 0.7
				}
				### effects
				random_list = {
					70 = {
						FROM = {
							add_character_modifier = {
								modifier = recent_duel_victory
								months = 12
							}
							long_character_event = { id = WoL.11006  } 
						}
					}
					30 = {
						modifier = {
							is_maimed_trigger = yes
							factor = 0
						}
						FROM = {
							add_character_modifier = {
								modifier = recent_duel_victory
								months = 12
							}
							set_character_flag = duel_maim
							long_character_event = { id = WoL.11006  } 
						}
					}
				}
			}
		}
	}
}

# Winner event
long_character_event = {
	id = WoL.11006
	is_triggered_only = yes
	picture = GFX_evt_melee
	border = GFX_event_long_frame_war
	title = duel_title
	
	desc = {
		text = EVTDESCA_WOL_11006 # Maiming opponent
		trigger = {
			event_target:challenger = { character = ROOT }
			has_character_flag = duel_maim
		}
	}
	desc = {
		text = EVTDESCB_WOL_11006 # Winning over opponent
		trigger = {
			event_target:challenger = { character = ROOT }
			NOT = {
				has_character_flag = duel_maim
			}
		}
	}
	desc = {
		text = EVTDESCC_WOL_11006 # Maiming challenger
		trigger = {
			NOT = { event_target:challenger = { character = ROOT } }
			has_character_flag = duel_maim
		}
	}
	desc = {
		text = EVTDESCD_WOL_11006 # Winning over challenger
		trigger = {
			NOT = { event_target:challenger = { character = ROOT } }
			NOT = {
				has_character_flag = duel_maim
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11006
		trigger = {
			has_character_flag = duel_maim
		}
		ai_chance = {
			factor = 60
		}
		prestige = 50
		if = {
			limit = { event_target:challenger = { character = ROOT } }
			tooltip = {
				event_target:opponent = {
					maim_hand_effect = yes
					if = {
						limit = { NOT = { is_rival = ROOT } }
						add_rival = ROOT
					}
				}	
			}
			hidden_tooltip = {
				event_target:opponent = {
					long_character_event = { id = WoL.11007 }
				}
				if = {
					limit = { 
						OR = {
							trait = duelist
							has_focus = focus_war
						}
					}
					random = {
						chance = 50
						character_event = { id = WoL.11200 }
					}
				}
			}
		}		
		if = {
			limit = { NOT = { event_target:challenger = { character = ROOT } } }
			tooltip = {
				event_target:challenger = {
					maim_hand_effect = yes
					if = {
						limit = { NOT = { is_rival = ROOT } }
						add_rival = ROOT
					}
				}
			}
			hidden_tooltip = {
				event_target:challenger = {
					long_character_event = { id = WoL.11007 }
				}
				if = {
					limit = { 
						OR = {
							has_focus = focus_war
							trait = duelist
						}
					}
					random = {
						chance = 50
						character_event = { id = WoL.11200 }
					}
				}
			}
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11006
		trigger = {
			NOT = {
				has_character_flag = duel_maim
			}
		}
		ai_chance = {
			factor = 60
		}
		prestige = 50
		if = {
			limit = { event_target:challenger = { character = ROOT } }
			if = {
				limit = { event_target:opponent = { NOT = { is_maimed_trigger = yes } } }
				tooltip = {
					event_target:opponent = {
						add_trait = wounded
					}
				}
			}
			hidden_tooltip = {
				event_target:opponent = {
					long_character_event = { id = WoL.11007 }
				}
				random = {
					chance = 25
					character_event = { id = WoL.11200 }
				}
			}
		}
		if = {
			limit = { NOT = { event_target:challenger = { character = ROOT } } }
			if = {
				limit = { event_target:challenger = { NOT = { is_maimed_trigger = yes } } }
				tooltip = {
					event_target:challenger = {
						add_trait = wounded
					}
				}
			}
			hidden_tooltip = {
				event_target:challenger = {
					long_character_event = { id = WoL.11007 }
				}
				random = {
					chance = 25
					character_event = { id = WoL.11200 }
				}
			}
		}
	}
	
	option = {
		name = EVTOPTC_WOL_11006
		ai_chance = {
			factor = 1
			modifier = {
				trait = kind
				factor = 0.1
			}
			modifier = {
				trait = impaler
				factor = 15
			}
			modifier = {
				trait = cruel
				factor = 5
			}
			modifier = {
				OR = {
					AND = {
						event_target:opponent = { character = ROOT }
						is_rival = event_target:challenger
					}
					AND = {
						event_target:challenger = { character = ROOT }
						is_rival = event_target:opponent
					}
				}
				factor = 10
			}
		}
		prestige = 50
		custom_tooltip = {
			text = EVTTOOLTIPWOL11006
			hidden_tooltip = {
				generate_tooltip = no
				any_realm_character = {
					opinion = {
						modifier = opinion_ruthless
						who = ROOT
						months = 60
					}
				}
			}
		}
		if = {
			limit = {
				has_character_modifier = merciless
			}
			if = {
				limit = {
					has_nickname = no
				}
				give_nickname = nick_the_ruthless
			}
		}
		if = {
			limit = {
				NOT = { has_character_modifier = merciless }
			}
			add_character_modifier = {
				modifier = merciless
				duration = -1
			}
		}
		if = {
			limit = { event_target:challenger = { character = ROOT } }
			event_target:opponent = { save_event_target_as = kinslayer_target }
			add_kinslayer_trait_effect = yes
			tooltip = {
				event_target:opponent = {
					death = {
						death_reason = death_duel
						killer = event_target:challenger
					}
				}
			}
			hidden_tooltip = {
				event_target:opponent = {
					long_character_event = { id = WoL.11008 }
				}
				random = {
					chance = 25
					character_event = { id = WoL.11200 }
				}
			}
		}
		if = {
			limit = { NOT = { event_target:challenger = { character = ROOT } } }
			event_target:challenger = { save_event_target_as = kinslayer_target }
			add_kinslayer_trait_effect = yes
			tooltip = {
				event_target:challenger = {
					death = {
						death_reason = death_duel
						killer = event_target:opponent
					}
				}
			}
			hidden_tooltip = {
				event_target:challenger = {
					long_character_event = { id = WoL.11008 }
				}
				random = {
					chance = 25
					character_event = { id = WoL.11200 }
				}
			}
		}
	}
}

# Loser event
long_character_event = {
	id = WoL.11007
	is_triggered_only = yes
	picture = GFX_evt_melee
	border = GFX_event_long_frame_war
	title = duel_title
	
	desc = {
		text = EVTDESCA_WOL_11007
		trigger = {
			FROM = {
				has_character_flag = duel_maim
			}
		}
	}
	desc = {
		text = EVTDESCB_WOL_11007
		trigger = {
			FROM = {
				NOT = { 
					has_character_flag = duel_maim
				}
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11007

		prestige = -50
		if = {
			limit = {
				FROM = { has_character_flag  = duel_maim }
			}
			maim_hand_effect = yes
			if = {
				limit = { NOT = { is_rival = FROM } }
				add_rival = FROM
			}
		}
		if = {
			limit = {
				NOT = { FROM = { has_character_flag = duel_maim } }
				NOT = { is_maimed_trigger = yes }
			}
			add_trait = wounded
		}
		FROM = { clr_character_flag = duel_maim }
		hidden_tooltip = {
			random = {
				chance = 35
				character_event = { id = WoL.11013 days = 3 }
			}
		}
	}
}

# Loser event executed
long_character_event = {
	id = WoL.11008
	is_triggered_only = yes
	desc = EVTDESC_WOL_11008
	picture = GFX_evt_melee
	border = GFX_event_long_frame_war
	title = duel_title
	
	immediate = {
		if = {
			limit = { multiplayer = yes }
			death = {
				death_reason = death_duel
				killer = FROM
			}
		}
	}
	
	option = {
		name = EVTOPTA_CM_6303
		hidden_tooltip = {
			FROM = { clr_character_flag = duel_maim }
		}
		save_event_target_as = kinslayer_target
		tooltip = { FROM = { add_kinslayer_trait_effect = yes } }
		if = {
			limit = { multiplayer = no }
			death = {
				death_reason = death_duel
				killer = FROM
			}
		}
	}
}

# Double death (challenger)
long_character_event = {
	id = WoL.11009
	is_triggered_only = yes
	picture = GFX_evt_melee
	border = GFX_event_long_frame_war
	title = duel_title
	desc = {
		text = EVTDESCA_WOL_11009 # Challenger desc
		trigger = {
			event_target:challenger = { character = ROOT } 
		}
	}
	desc = {
		text = EVTDESCB_WOL_11009 # Opponent desc
		trigger = {
			NOT = { event_target:challenger = { character = ROOT } }
		}
	}
	
	immediate = {
		if = {
			limit = { multiplayer = yes }
			if = {
				limit = { event_target:challenger = { character = ROOT } }
				event_target:opponent = { save_event_target_as = kinslayer_target }
				add_kinslayer_trait_effect = yes
				death = {
					death_reason = death_duel
					killer = event_target:opponent
				}
			}
			if = {
				limit = { NOT = { event_target:challenger = { character = ROOT } } }
				event_target:challenger = { save_event_target_as = kinslayer_target }
				add_kinslayer_trait_effect = yes
				death = {
					death_reason = death_duel
					killer = event_target:challenger
				}
			}
		}
	}
	
	option = {
		name = EVTOPTA_CM_6303
		if = {
			limit = { event_target:challenger = { character = ROOT } }
			event_target:opponent = { save_event_target_as = kinslayer_target }
			add_kinslayer_trait_effect = yes
			save_event_target_as = kinslayer_target
			event_target:opponent = { add_kinslayer_trait_effect = yes }
			if = {
				limit = { multiplayer = no }
				death = {
					death_reason = death_duel
					killer = event_target:opponent
				}
			}
			tooltip = {
				event_target:opponent = {
					death = {
						death_reason = death_duel
						killer = event_target:challenger
					}
				}
			}
		}
		if = {
			limit = { NOT = { event_target:challenger = { character = ROOT } } }
			event_target:challenger = { save_event_target_as = kinslayer_target }
			add_kinslayer_trait_effect = yes
			save_event_target_as = kinslayer_target
			event_target:challenger = { add_kinslayer_trait_effect = yes }
			if = {
				limit = { multiplayer = no }
				death = {
					death_reason = death_duel
					killer = event_target:challenger
				}
			}
			tooltip = {
				event_target:challenger = {
					death = {
						death_reason = death_duel
						killer = event_target:opponent
					}
				}
			}
		}
	}
}

# Winner decap
long_character_event = {
	id = WoL.11011
	is_triggered_only = yes
	picture = GFX_evt_melee
	border = GFX_event_long_frame_war
	title = duel_title
	desc = {
		text = EVTDESCA_WOL_11011
		trigger = {
			event_target:challenger = { character = ROOT }
		}
	}
	desc = {
		text = EVTDESCB_WOL_11011
		trigger = {
			NOT = { event_target:challenger = { character = ROOT } }
		}
	}
	
	option = {
		trigger = { event_target:challenger = { character = ROOT } }
		name = EVTOPTA_WOL_11011
		prestige = 100
		if = {
			limit = {
				event_target:opponent = {
					has_nickname = no
				}
			}
			event_target:opponent = {
				give_nickname = nick_the_headless
			}
		}
		if = {
			limit = {
				has_nickname = no
			}
			give_nickname = nick_the_beheader
		}
		event_target:opponent = { save_event_target_as = kinslayer_target }
		add_kinslayer_trait_effect = yes
		tooltip = {
			event_target:opponent = {
				death = {
					death_reason = death_duel
					killer = ROOT
				}
			}
		}
		hidden_tooltip = {
			event_target:opponent = { long_character_event = { id = WoL.11012 } }
		}
		hidden_tooltip = {
			random = {
				chance = 50
				character_event = { id = WoL.11200 }
			}
		}
	}
	
	option = {
		trigger = { NOT = { event_target:challenger = { character = ROOT } } }
		name = EVTOPTA_WOL_11011
		prestige = 100
		if = {
			limit = {
				event_target:challenger = {
					has_nickname = no
				}
			}
			event_target:challenger = {
				give_nickname = nick_the_headless
			}
		}
		if = {
			limit = {
				has_nickname = no
			}
			give_nickname = nick_the_beheader
		}
		event_target:challenger = { save_event_target_as = kinslayer_target }
		add_kinslayer_trait_effect = yes
		tooltip = {
			event_target:challenger = {
				death = {
					death_reason = death_duel
					killer = ROOT
				}
			}
		}
		hidden_tooltip = {
			event_target:challenger = { long_character_event = { id = WoL.11012 } }
		}
		hidden_tooltip = {
			random = {
				chance = 50
				character_event = { id = WoL.11200 }
			}
		}
	}
}

# Loser decap
long_character_event = {
	id = WoL.11012
	is_triggered_only = yes
	desc = EVTDESC_WOL_11012
	picture = GFX_evt_melee
	border = GFX_event_long_frame_war
	title = duel_title
	
	immediate = {
		if = {
			limit = { has_nickname = no }
			give_nickname = nick_the_headless
		}
		if = {
			limit = { multiplayer = yes }
			death = {
				death_reason = death_duel
				killer = FROM
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11012
		if = {
			limit = { has_nickname = no }
			tooltip = {
				give_nickname = nick_the_headless
			}
		}
		if = {
			limit = { multiplayer = no }
			death = {
				death_reason = death_duel
				killer = FROM
			}
		}
	}
}

# Gain rival
character_event = {
	id = WoL.11013
	is_triggered_only = yes
	desc = EVTDESC_WOL_11013
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	trigger = {
		NOT = {
			is_rival = FROMFROM
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11013
		add_rival = FROMFROM
		hidden_tooltip = {
			FROMFROM = {
				character_event = { id = WoL.11014 }
			}
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11013
		ai_chance = {
			factor = 0
		}
	}
}

# Gain rival notification
character_event = {
	id = WoL.11014
	is_triggered_only = yes
	desc = EVTDESC_WOL_11014
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	option = {
		name = EVTOPTA_WOL_11014
		trigger = {
			NOT = { num_of_rivals = 3 }
		}
		add_rival = FROM
	}
	
	option = {
		name = EVTOPTB_WOL_11014
		trigger = {
			num_of_rivals = 3
		}
		add_rival = FROM
	}
}

############### Minor events

### Random event list
character_event = {
	id = WoL.11100
	hide_window = yes
	
	min_age = 16
	only_playable = yes
	only_capable = yes
	prisoner = no
	war = no
	
	trigger = {
		has_focus = focus_war
		NOT = { trait = infirm }
		is_not_busy_trigger = yes
		in_command_trigger = no
		prisoner = no
	}
	
	mean_time_to_happen = {
		months = 36
	}
	
	immediate = {
		random_list = {
			30 = {
				modifier = {
					has_character_modifier = run_training_timer
					factor = 0
				}
				character_event = { id = WoL.11101 } # running
			}
			30 = {
				modifier = {
					OR = {
						trait = slothful
						NOT = {
							any_courtier = {
								trait = slothful
							}
						}
					}
					factor = 0
				}
				character_event = { id = WoL.11102 } # slothful court
			}
			30 = {
				modifier = {
					has_character_modifier = spear_throwing_timer
					factor = 0
				}
				character_event = { id = WoL.11103 } # spear-throwing
			}
			30 = {
				modifier = {
					any_friend = {
						has_character_flag = sparring_partner
					}
					factor = 0
				}
				character_event = { id = WoL.11110 } # sparring-partner
			}
			30 = {
				modifier = {
				NOT = {
					any_friend = {
							has_character_flag = sparring_partner
						}
						has_character_flag = sparring_partner
					}
					factor = 0	
				}
				random_friend = {
					limit = { has_character_flag = sparring_partner }
					character_event = { id = WoL.11113 } # sparring success
				}
			}
			30 = {
				modifier = {
					NOT = {
						any_friend = {
							has_character_flag = sparring_partner
						}
						has_character_flag = sparring_partner
					}
					factor = 0
				}
				random_friend = {
					limit = { has_character_flag = sparring_partner }
					character_event = { id = WoL.11114 } # sparring accident
				}
			}
			30 = {
				modifier = {
					has_character_modifier = wargame_timer
					factor = 0
				}
				character_event = { id = WoL.11115 }
			}
		}
	}
}

# Start running
character_event = {
	id = WoL.11101
	is_triggered_only = yes
	desc = EVTDESC_WOL_11101
	picture = GFX_evt_bandits
	border = GFX_event_normal_frame_war
	
	option = {
		name = EVTOPTA_WOL_11101
		custom_tooltip = {
			text = EVTTOOLTIPWOLWARPROGRESS
			hidden_tooltip = {
				add_character_modifier = {
					modifier = run_training_timer
					duration = 1825
					hidden = yes
				}
				character_event = { id = WoL.11200 days = 7 }
			}
		}
	}
}

# ROOT upset about slothful courtier # not possible if ROOT is slothful
character_event = {
	id = WoL.11102
	is_triggered_only = yes
	desc = EVTDESC_WOL_11102
	picture = GFX_evt_emissary
	border = GFX_event_normal_frame_war

	trigger = {
		prisoner = no
	}
	
	immediate = {
		random_courtier = {
			limit = {
				NOT = {
					OR = {
						character = ROOT 
						trait = incapable
						trait = infirm
					}
				}
				ai = yes
				is_adult = yes
				trait = slothful
			}
			save_event_target_as = slothful_courtier
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11102
		event_target:slothful_courtier = {
			random_list = {
				50 = {
					remove_trait = slothful
				}
				30 = {
					opinion = {
						modifier = opinion_lost_respect
						who = ROOT
						months = 36
					}
				}
				10 = {
					add_trait = stressed
				}
			}
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11102
		if = {
			limit = {
				NOR = {
					trait = stressed
					trait = depressed
				}
			}
			random = {
				chance = 20
				add_trait = stressed
				hidden_tooltip = {
					character_event = {
						id = 38282 #Notify Stressed
					}
				}
			}
		}
	}
}

# Arrange a small spear-throwing contest
character_event = {
	id = WoL.11103
	is_triggered_only = yes
	desc = EVTDESC_WOL_11103
	picture = GFX_evt_son_asking_father
	border = GFX_event_normal_frame_war
	
	option = {
		name = EVTOPTA_WOL_11103
		hidden_tooltip = {
			add_character_modifier = {
				modifier = spear_throwing_timer
				duration = 1825
				hidden = yes
			}
		}
		any_courtier = {
			limit = {
				is_female = no
				prisoner = no
				is_adult = yes
				NOR = {
					trait = incapable
					trait = infirm
					character = ROOT
					is_rival = ROOT
				}
			}
			opinion = {
				modifier = opinion_holding_contests
				who = ROOT
				months = 6
			}
		}
		hidden_tooltip = {
			random_list = {
				50 = { character_event = { id = WoL.11104 days = 5} }
				50 = { character_event = { id = WoL.11105 days = 5} }
			}
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11103
	}
}

# Courtier maimed while measuring spear throws
character_event = {
	id = WoL.11104
	is_triggered_only = yes
	desc = EVTDESC_WOL_11104
	picture = GFX_evt_son_asking_father
	border = GFX_event_normal_frame_war
	
	immediate = {
		random_courtier = {
			limit = {
				ai = yes
				is_adult = yes
				is_female = no
				prisoner = no
				NOR = {
					is_rival = ROOT
					trait = incapable
					trait = infirm
					character = ROOT
				}
			}
			save_event_target_as = portrait_target
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11104
		event_target:portrait_target = {
			mangle_effect = yes
		}
		hidden_tooltip = {
			character_event = { id = WoL.11105 days = 5}
		}
	}
}

# Spear-throwing conclusion
character_event = {
	id = WoL.11105
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		random_list = {
			30 = { # win
				modifier = {
					trait = dwarf
					factor = 0.5
				}
				character_event = { id = WoL.11107 }
			}
			60 = { # lose
				random_courtier = {
					limit = {
						ai = yes
						is_adult = yes
						is_female = no
						prisoner = no
						NOT = {
							OR = {
								is_rival = ROOT
								trait = incapable
								trait = infirm
								character = ROOT
							}
						}
					}
					character_event = { id = WoL.11108 }
				}
			}
		}
	}
}

# Win spear-throwing
character_event = {
	id = WoL.11107
	is_triggered_only = yes
	desc = EVTDESC_WOL_11107
	picture = GFX_evt_son_asking_father
	border = GFX_event_normal_frame_war
	
	option = {
		name = EVTOPTA_WOL_11107
		prestige = 50
		hidden_tooltip = {
			character_event = { id = WoL.11200 days = 7 }
		}
	}
}

# Lose spear courtier bounce
character_event = {
	id = WoL.11108
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		FROM = {
			character_event = { id = WoL.11109 }
		}
	}
}

# Lose spear-throwing
character_event = {
	id = WoL.11109
	is_triggered_only = yes
	desc = EVTDESC_WOL_11109
	picture = GFX_evt_son_asking_father
	border = GFX_event_normal_frame_war
	
	option = {
		name = EVTOPTA_WOL_11109
		FROM = { prestige = 50 }
		prestige = -5
		hidden_tooltip = {
			character_event = { id = WoL.11200 days = 7 }
		}
	}
}

# Sparring partner
character_event = {
	id = WoL.11110
	is_triggered_only = yes
	desc = EVTDESC_WOL_11110
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	option = {
		name = EVTOPTA_WOL_11110
		random_realm_character = {
			limit = { 
				ai = yes
				is_female = no
				is_adult = yes
				NOT = {
					OR = {
						is_rival = ROOT
						is_friend = ROOT
						age = 50
						trait = incapable
						trait = infirm
					}
				}
			}
			hidden_tooltip = {
				add_friend = ROOT
				set_character_flag = sparring_partner
			}
			ROOT = {
				add_friend = PREV
			}
		}
		hidden_tooltip = {
			set_character_flag = sparring_partner
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11110
	}
}

# Sparring success
character_event = {
	id = WoL.11111
	is_triggered_only = yes
	desc = EVTDESC_WOL_11111
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	option = {
		name = EVTOPTA_WOL_11111
		add_character_modifier = {
			modifier = wol_duel_training
			duration = 365
		}
		hidden_tooltip = {
			character_event = { id = WoL.11200 days = 7 }
		}
	}
}

# Sparring accident
character_event = {
	id = WoL.11112
	is_triggered_only = yes
	desc = EVTDESC_WOL_11112
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	immediate = {
		random = {
			chance = 50
			set_character_flag = sparring_injured
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11112
		trigger = { has_character_flag = sparring_injured }
		if = {
			limit = { NOT = { is_maimed_trigger = yes } }
			add_trait = wounded
		}
		clr_character_flag = sparring_injured
	}
	
	option = {
		name = EVTOPTA_WOL_11112
		trigger = { NOT = { has_character_flag = sparring_injured } }
		random_friend = {
			limit = { has_character_flag = sparring_partner }
			if = {
				limit = { NOT = { is_maimed_trigger = yes } }
				add_trait = wounded
			}
		}
		clr_character_flag = sparring_injured
	}
}

# Sparring success bounce
character_event = {
	id = WoL.11113
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		FROM = {
			character_event = { id = WoL.11111 }
		}
	}
}

# Sparring accident bounce
character_event = {
	id = WoL.11114
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		FROM = {
			character_event = { id = WoL.11112 }
		}
	}
}


# Wargame start
character_event = {
	id = WoL.11115
	desc = EVTDESC_WOL_11115
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_WOL_11115
		hidden_tooltip = {
			random_vassal = {
				limit = {
					ai = yes
					prisoner = no
					has_job_title = yes
					NOR = {
						trait = incapable
						trait = infirm
					}
					is_not_busy_trigger = yes
				}
				save_event_target_as = attacker
				set_character_flag = selected
				ROOT = {
					set_character_flag = att_found
				}
			}
			if = {
				limit = {
					NOT = { has_character_flag = att_found }
				}
				random_courtier = {
					limit = {
						ai = yes
						prisoner = no
						has_job_title = yes
						NOR = {
							trait = incapable
							trait = infirm
							has_character_flag = selected
						}
						is_not_busy_trigger = yes
					}
					save_event_target_as = attacker
					set_character_flag = selected
					ROOT = {
						set_character_flag = att_found
					}
				}
			}
			if = {
				limit = {
					NOT = { has_character_flag = att_found }
				}
				random_courtier = {
					limit = {
						ai = yes
						NOT = {
							has_character_flag = selected
						}
					}
					save_event_target_as = attacker
					set_character_flag = selected
				}
			}
			random_vassal = {
				limit = {
					ai = yes
					prisoner = no
					has_job_title = yes
					NOR = {
						trait = incapable
						trait = infirm
						has_character_flag = selected
					}
					is_not_busy_trigger = yes
				}
				save_event_target_as = defender
				set_character_flag = selected
				ROOT = {
					set_character_flag = def_found
				}
			}
			if = {
				limit = {
					NOT = { has_character_flag = def_found }
				}
				random_courtier = {
					limit = {
						ai = yes
						prisoner = no
						has_job_title = yes
						NOR = {
							trait = incapable
							trait = infirm
							has_character_flag = selected
						}
						is_not_busy_trigger = yes
					}
					save_event_target_as = defender
					set_character_flag = selected
					ROOT = {
						set_character_flag = def_found
					}
				}
			}
			if = {
				limit = {
					NOT = { has_character_flag = def_found }
				}
				random_courtier = {
					limit = {
						ai = yes
						NOT = {
							has_character_flag = selected
						}
					}
					save_event_target_as = defender
					set_character_flag = selected
				}
			}
			add_character_modifier = { modifier = wargame_timer days = 1095 hidden = yes }
			character_event = { id = WoL.11116 }
			clr_character_flag = att_found
			clr_character_flag = def_found
			event_target:defender = { clr_character_flag = selected }
			event_target:attacker = { clr_character_flag = selected }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11115
	}
}

# Check if people available to play
character_event = {
	id = WoL.11116
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				OR = {
					NOT = { event_target:attacker = { always = yes } }
					NOT = { event_target:defender = { always = yes } }
				}
			}
			character_event = { id = WoL.11117 days = 3 }
			break = yes
		}
		character_event = { id = WoL.11118 days = 3 }
	}
}

# Nobody wants to play
character_event = {
	id = WoL.11117
	desc = EVTDESC_WOL_11117
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_WOL_11117
		remove_character_modifier = wargame_timer
	}
}

# Declare players
character_event = {
	id = WoL.11118
	desc = EVTDESC_WOL_11118
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_WOL_11118
		hidden_tooltip = {
			random_list = {
				50 = {
					character_event = { id = WoL.11120 days = 3 }
				}
				50 = {
					character_event = { id = WoL.11130 days = 3 }
				}
			}
		}
	}
}

character_event = {
	id = WoL.11120
	desc = EVTDESC_WOL_11120
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_WOL_11120
		hidden_tooltip = {
			random_list = {
				50 = {
					character_event = { id = WoL.11121 days = 3 }
				}
				50 = {
					character_event = { id = WoL.11122 days = 3 }
				}
			}
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11120
		hidden_tooltip = {
			random_list = {
				50 = {
					character_event = { id = WoL.11123 days = 3 }
				}
				50 = {
					character_event = { id = WoL.11124 days = 4 }
				}
			}
		}
	}
}

character_event = {
	id = WoL.11121
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	desc = {
		trigger = {
			has_character_flag = wargame_good_advice
		}
		text = EVTDESC_WOL_11121_GOOD
	}
	desc = {
		trigger = {
			NOT = { has_character_flag = wargame_good_advice }
		}
		text = EVTDESC_WOL_11121_BAD
	}
	
	immediate = {
		random_list = {
			50 = {
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 9
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 12
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 15
					}
				}
				modifier = {
					factor = 2
					event_target:defender = {
						trait = strategist
					}
				}
				set_character_flag = wargame_good_advice
			}
			50 = {
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11121
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss8
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11121
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_win4
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTC_WOL_11121
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss8
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}	
}

character_event = {
	id = WoL.11122
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	desc = {
		trigger = {
			has_character_flag = wargame_good_advice
		}
		text = EVTDESC_WOL_11122_GOOD
	}
	desc = {
		trigger = {
			NOT = { has_character_flag = wargame_good_advice }
		}
		text = EVTDESC_WOL_11122_BAD
	}
	
	immediate = {
		random_list = {
			50 = {
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 9
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 12
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 15
					}
				}
				modifier = {
					factor = 2
					event_target:defender = {
						trait = strategist
					}
				}
				set_character_flag = wargame_good_advice
			}
			50 = {
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11122
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_win6
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11122
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss7
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTC_WOL_11122
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss7
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
}

character_event = {
	id = WoL.11123
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	desc = {
		trigger = {
			has_character_flag = wargame_good_advice
		}
		text = EVTDESC_WOL_11123_GOOD
	}
	desc = {
		trigger = {
			NOT = { has_character_flag = wargame_good_advice }
		}
		text = EVTDESC_WOL_11123_BAD
	}
	
	immediate = {
		random_list = {
			50 = {
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 9
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 12
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 15
					}
				}
				modifier = {
					factor = 2
					event_target:defender = {
						trait = strategist
					}
				}
				set_character_flag = wargame_good_advice
			}
			50 = {
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11123
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss6
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11123
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss6
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTC_WOL_11123
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_win5
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
}

character_event = {
	id = WoL.11124
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	desc = {
		trigger = {
			has_character_flag = wargame_good_advice
		}
		text = EVTDESC_WOL_11124_GOOD
	}
	desc = {
		trigger = {
			NOT = { has_character_flag = wargame_good_advice }
		}
		text = EVTDESC_WOL_11124_BAD
	}
	
	immediate = {
		random_list = {
			50 = {
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 9
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 12
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 15
					}
				}
				modifier = {
					factor = 2
					event_target:defender = {
						trait = strategist
					}
				}
				set_character_flag = wargame_good_advice
			}
			50 = {
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11124
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_win4
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11124
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss1
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTC_WOL_11124
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss1
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
}

character_event = {
	id = WoL.11130
	desc = EVTDESC_WOL_11130
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_WOL_11130
		hidden_tooltip = {
			random_list = {
				50 = {
					character_event = { id = WoL.11131 days = 3 }
				}
				50 = {
					character_event = { id = WoL.11132 days = 3 }
				}
			}
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11130
		hidden_tooltip = {
			random_list = {
				50 = {
					character_event = { id = WoL.11133 days = 3 }
				}
				50 = {
					character_event = { id = WoL.11134 days = 4 }
				}
			}
		}
	}
}

character_event = {
	id = WoL.11131
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	desc = {
		trigger = {
			has_character_flag = wargame_good_advice
		}
		text = EVTDESC_WOL_11131_GOOD
	}
	desc = {
		trigger = {
			NOT = { has_character_flag = wargame_good_advice }
		}
		text = EVTDESC_WOL_11131_BAD
	}
	
	immediate = {
		random_list = {
			50 = {
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 9
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 12
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 15
					}
				}
				modifier = {
					factor = 2
					event_target:defender = {
						trait = strategist
					}
				}
				set_character_flag = wargame_good_advice
			}
			50 = {
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11131
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss5
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11131
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss5
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTC_WOL_11131
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_win3
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
}

character_event = {
	id = WoL.11132
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	desc = {
		trigger = {
			has_character_flag = wargame_good_advice
		}
		text = EVTDESC_WOL_11132_GOOD
	}
	desc = {
		trigger = {
			NOT = { has_character_flag = wargame_good_advice }
		}
		text = EVTDESC_WOL_11132_BAD
	}
	
	immediate = {
		random_list = {
			50 = {
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 9
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 12
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 15
					}
				}
				modifier = {
					factor = 2
					event_target:defender = {
						trait = strategist
					}
				}
				set_character_flag = wargame_good_advice
			}
			50 = {
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11132
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_win2
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11132
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss4
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTC_WOL_11132
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss4
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
}

character_event = {
	id = WoL.11133
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	desc = {
		trigger = {
			has_character_flag = wargame_good_advice
		}
		text = EVTDESC_WOL_11133_GOOD
	}
	desc = {
		trigger = {
			NOT = { has_character_flag = wargame_good_advice }
		}
		text = EVTDESC_WOL_11133_BAD
	}
	
	immediate = {
		random_list = {
			50 = {
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 9
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 12
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 15
					}
				}
				modifier = {
					factor = 2
					event_target:defender = {
						trait = strategist
					}
				}
				set_character_flag = wargame_good_advice
			}
			50 = {
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11133
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss3
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11133
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss3
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTC_WOL_11133
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_win1
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
}

character_event = {
	id = WoL.11134
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	desc = {
		trigger = {
			has_character_flag = wargame_good_advice
		}
		text = EVTDESC_WOL_11134_GOOD
	}
	desc = {
		trigger = {
			NOT = { has_character_flag = wargame_good_advice }
		}
		text = EVTDESC_WOL_11134_BAD
	}
	
	immediate = {
		random_list = {
			50 = {
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 9
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 12
					}
				}
				modifier = {
					factor = 1.2
					event_target:defender = {
						martial = 15
					}
				}
				modifier = {
					factor = 2
					event_target:defender = {
						trait = strategist
					}
				}
				set_character_flag = wargame_good_advice
			}
			50 = {
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11134
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss2
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11134
		if = {
			limit = {
				NOT = { has_character_flag = wargame_good_advice }
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_win1
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
	
	option = {
		name = EVTOPTC_WOL_11134
		if = {
			limit = {
				has_character_flag = wargame_good_advice
			}
			event_target:defender = {
				opinion = {
					modifier = opinion_upset
					who = ROOT
					months = 12
				}
			}
		}
		set_character_flag = wargame_loss2
		hidden_tooltip = {
			character_event = { id = WoL.11140 days = 3 }
		}
	}
}

character_event = {
	id = WoL.11140
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	is_triggered_only = yes
	
	desc = {
		trigger = {
			has_character_flag = wargame_win1
		}
		text = EVTDESC_WOL_11140_WIN1
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_win2
		}
		text = EVTDESC_WOL_11140_WIN2
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_win3
		}
		text = EVTDESC_WOL_11140_WIN3
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_win4
		}
		text = EVTDESC_WOL_11140_WIN4
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_win5
		}
		text = EVTDESC_WOL_11140_WIN5
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_loss1
		}
		text = EVTDESC_WOL_11140_LOSS1
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_loss2
		}
		text = EVTDESC_WOL_11140_LOSS2
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_loss3
		}
		text = EVTDESC_WOL_11140_LOSS3
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_loss4
		}
		text = EVTDESC_WOL_11140_LOSS4
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_loss5
		}
		text = EVTDESC_WOL_11140_LOSS5
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_loss6
		}
		text = EVTDESC_WOL_11140_LOSS6
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_loss7
		}
		text = EVTDESC_WOL_11140_LOSS7
	}
	
	desc = {
		trigger = {
			has_character_flag = wargame_loss8
		}
		text = EVTDESC_WOL_11140_LOSS8
	}
	
	option = {
		name = EVTOPTA_WOL_11140
		trigger = {
			has_character_modifier = adept_of_strategy
			NOT = { lifestyle_traits = 1 }
			OR = {
				has_character_flag = wargame_win1
				has_character_flag = wargame_win2
				has_character_flag = wargame_win3
				has_character_flag = wargame_win4
				has_character_flag = wargame_win5
			}
		}
		add_trait = strategist
		prestige = 75
		hidden_tooltip = {
			remove_character_modifier = adept_of_strategy
			character_event = { id = WoL.11149 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11140
		trigger = {
			OR = {
				has_character_flag = wargame_win1
				has_character_flag = wargame_win2
				has_character_flag = wargame_win3
				has_character_flag = wargame_win4
				has_character_flag = wargame_win5
			}
		}
		if = {
			limit = {
				has_character_modifier = student_of_strategy
				NOT = { has_character_modifier = adept_of_strategy }
			}
			hidden_tooltip = {
				remove_character_modifier = student_of_strategy
			}
			add_character_modifier = { modifier = adept_of_strategy duration = -1 }
		}
		if = {
			limit = {
				NOT = { has_character_modifier = adept_of_strategy }
				NOT = { has_character_modifier = student_of_strategy }
			}
			add_character_modifier = { modifier = student_of_strategy duration = -1 }
		}
		prestige = 75
		hidden_tooltip = {
			character_event = { id = WoL.11149 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11140
		trigger = {
			NOT = { trait = wroth }
			NOR = {
				has_character_flag = wargame_win1
				has_character_flag = wargame_win2
				has_character_flag = wargame_win3
				has_character_flag = wargame_win4
				has_character_flag = wargame_win5
			}
		}
		prestige = -10
		event_target:attacker = { prestige = 100 }
		hidden_tooltip = {
			character_event = { id = WoL.11149 }
		}
	}
	
	option = {
		name = EVTOPTD_WOL_11140
		trigger = {
			trait = wroth
			NOR = {
				has_character_flag = wargame_win1
				has_character_flag = wargame_win2
				has_character_flag = wargame_win3
				has_character_flag = wargame_win4
				has_character_flag = wargame_win5
			}
		}
		prestige = -10
		event_target:attacker = { prestige = 100 }
		hidden_tooltip = {
			character_event = { id = WoL.11149 }
		}
	}
}

# flag clean-up
character_event = {
	id = WoL.11149
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		clr_character_flag = wargame_win1
		clr_character_flag = wargame_win2
		clr_character_flag = wargame_win3
		clr_character_flag = wargame_win4
		clr_character_flag = wargame_win5
		clr_character_flag = wargame_win6
		clr_character_flag = wargame_loss1
		clr_character_flag = wargame_loss2
		clr_character_flag = wargame_loss3
		clr_character_flag = wargame_loss4
		clr_character_flag = wargame_loss5
		clr_character_flag = wargame_loss6
		clr_character_flag = wargame_loss7
		clr_character_flag = wargame_loss8
		clr_character_flag = wargame_good_advice
	}
}

### Success in war-focus (hidden)
character_event = {
	id = WoL.11200
	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		random_list = {
			20 = {
				modifier = {
					OR = {
						has_character_modifier = wol_great_warrior
						trait = duelist
						trait = strategist
					}
					factor = 0
				}
				modifier = {
					has_character_modifier = wol_warrior
					factor = 0.75
				}
				character_event = { id = WoL.11201 } # level up
			}
			10 = {
				modifier = {
					OR = {
						NOT = {
							has_character_modifier = wol_great_warrior
						}
						has_character_flag = denied_duelist_trait
						lifestyle_traits = 1
					}
					factor = 0
				}
				character_event = { id = WoL.11202 } # duelist
			}
			30 = {
				character_event = { id = WoL.11203 } # prestige
			}
			30 = {
				modifier = {
					trait = wroth
					factor = 0
				}
				character_event = { id = WoL.11204 } # wroth
			}
			30 = {
				modifier = {
					trait = brave
					factor = 0
				}
				character_event = { id = WoL.11205 } # brave
			}
			5 = {
				modifier = {
					is_strong_trigger = yes
					factor = 0
				}
				character_event = { id = WoL.11206 } # strong
			}
		}
	}
}

# Level up modifier
character_event = {
	id = WoL.11201
	is_triggered_only = yes
	desc = EVTDESC_WOL_11201 ### Add more culture specific weapon descriptions
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	trigger = {
		NOT = {
			OR = {
				has_character_modifier = wol_great_warrior
				trait = duelist
				trait = strategist
			}
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11201
		if = {
			limit = {
				has_character_modifier = wol_warrior
			}
			hidden_tooltip = {
				remove_character_modifier = wol_warrior
			}
			add_character_modifier = {
				modifier = wol_great_warrior
				duration = -1
			}
			break = yes
		}
		if = {
			limit = {
				NOT = { has_character_modifier = wol_warrior }
			}
			add_character_modifier = {
				modifier = wol_warrior
				duration = -1
			}
		}
	}
}

# Gain duelist
character_event = {
	id = WoL.11202
	is_triggered_only = yes
	desc = EVTDESC_WOL_11202
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	trigger = {
		has_character_modifier = wol_great_warrior
		NOT = { lifestyle_traits = 1 }
	}
	
	option = {
		name = EVTOPTA_WOL_11202
		hidden_tooltip = {
			remove_character_modifier = wol_great_warrior
		}
		add_trait = duelist
	}
	
	option = {
		name = EVTOPTB_WOL_11202
		prestige = 10
		set_character_flag = denied_duelist_trait
	}
}

# Gain prestige
character_event = {
	id = WoL.11203
	is_triggered_only = yes
	desc = EVTDESC_WOL_11203
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	option = {
		name = EVTOPTA_WOL_11203
		prestige = 100
	}
}

# Gain Wroth / lose patient
character_event = {
	id = WoL.11204
	is_triggered_only = yes
	desc = EVTDESC_WOL_11204
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	option = {
		name = EVTOPTA_WOL_11204
		if = {
			limit = {
				NOT = { trait = patient }
			}
			add_trait = wroth
		}
		if = {
			limit = {
				trait = patient
			}
			remove_trait = patient
		}
	}
}

# Gain Brave / lose coward
character_event = {
	id = WoL.11205
	is_triggered_only =  yes
	desc = EVTDESC_WOL_11205
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	
	option = {
		name = EVTOPTA_WOL_11205
		if = {
			limit = {
				NOT = { trait = craven }
			}
			add_trait = brave
		}
		if = {
			limit = {
				trait = craven
			}
			remove_trait = craven
		}
	}
}

# Gain strong
character_event = {
	id = WoL.11206
	is_triggered_only = yes
	picture = GFX_evt_melee
	border = GFX_event_normal_frame_war
	desc = {
		text = EVTDESCA_WOL_11206
		trigger = {
			is_weak_trigger = no
		}
	}
	desc = {
		text = EVTDESCB_WOL_11206
		trigger = {
			is_weak_trigger = yes
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11206
		trigger = {	is_weak_trigger = no }
		add_trait = robust
	}
	
	option = {
		name = EVTOPTB_WOL_11206
		trigger = { is_weak_trigger = yes }
		remove_trait = weak
		remove_trait = feeble
	}
}

#######################################
# WAR FOCUS PULSE EVENTS
# by Henrik Fåhraeus
#######################################

# Martial Education improved
character_event = {
	id = WoL.11300
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11300
	
	capable_only = yes
	prisoner = no

	trigger = {
		has_focus = focus_war
		OR = {
			trait = misguided_warrior
			trait = tough_soldier
			trait = skilled_tactician
		}
	}
	
	weight_multiplier = {
		factor = 1
		modifier = {
			factor = 0.25
			trait = skilled_tactician
		}
		modifier = {
			factor = 0.5
			trait = tough_soldier
		}
		modifier = {
			factor = 0.1
			NOT = { martial = 5 }
		}
		modifier = {
			factor = 0.5
			NOT = { martial = 8 }
		}
		modifier = {
			factor = 2.0
			NOT = { martial = 12 }
		}
		modifier = {
			factor = 2.0
			has_character_modifier = adept_of_strategy
		}
		modifier = {
			factor = 3.0
			trait = strategist
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11300
	
		if = {
			limit = {
				trait = skilled_tactician
			}
			remove_trait = skilled_tactician
			add_trait = brilliant_strategist
		}
		if = {
			limit = {
				trait = tough_soldier
			}
			remove_trait = tough_soldier
			add_trait = skilled_tactician
		}
		if = {
			limit = {
				trait = misguided_warrior
			}
			remove_trait = misguided_warrior
			add_trait = tough_soldier
		}
	}
}

# Leader Trait Choice: Troop Types
character_event = {
	id = WoL.11301
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11301
	
	capable_only = yes
	prisoner = no

	trigger = {
		has_focus = focus_war
		can_have_more_leadership_traits = yes
		OR = {
			NOT = { trait = light_foot_leader }
			NOT = { trait = heavy_infantry_leader }
			NOT = { trait = cavalry_leader }
			AND = {
				NOT = { trait = war_elephant_leader }
				OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					any_demesne_province = {
						terrain = jungle
					}
				}
			}
		}
	}
	
	weight_multiplier = {
		factor = 1
		modifier = {
			factor = 1.25
			trait = misguided_warrior
		}
		modifier = {
			factor = 1.5
			trait = tough_soldier
		}
		modifier = {
			factor = 2.0
			trait = skilled_tactician
		}
		modifier = {
			factor = 3.0
			trait = brilliant_strategist
		}
		modifier = {
			factor = 0.1
			NOT = { martial = 5 }
		}
		modifier = {
			factor = 0.5
			NOT = { martial = 8 }
		}
		modifier = {
			factor = 2.0
			NOT = { martial = 12 }
		}
		modifier = {
			factor = 2.0
			has_character_modifier = adept_of_strategy
		}
		modifier = {
			factor = 3.0
			trait = strategist
		}
		modifier = {
			factor = 0.25
			leader_traits = 1
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11301 # Light Infantry
		ai_chance = {
			factor = 100
			modifier = {
				factor = 2
				is_tribal = yes
			}
		}
		trigger = {
			NOT = { trait = light_foot_leader }
		}
		add_trait = light_foot_leader
	}
	option = {
		name = EVTOPTB_WOL_11301 # Heavy Infantry
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = heavy_infantry_leader }
		}
		add_trait = heavy_infantry_leader
	}
	option = {
		name = EVTOPTC_WOL_11301 # Cavalry
		ai_chance = {
			factor = 100
			modifier = {
				factor = 50
				is_nomadic = yes
			}
		}
		trigger = {
			NOT = { trait = cavalry_leader }
		}
		add_trait = cavalry_leader
	}
	option = {
		name = EVTOPTD_WOL_11301 # Elephants
		ai_chance = {
			factor = 50
		}
		trigger = {
			NOT = { trait = war_elephant_leader }
			OR = {
				culture_group = indo_aryan_group
				culture_group = dravidian_group
				any_demesne_province = {
					terrain = jungle
				}
			}
		}
		
		add_trait = war_elephant_leader
	}
	option = {
		name = EVTOPTE_WOL_11301 # Bad choices all...
	}
}

# Leader Trait Choice: Terrain
character_event = {
	id = WoL.11302
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11302
	
	capable_only = yes
	prisoner = no

	trigger = {
		has_focus = focus_war
		can_have_more_leadership_traits = yes
		OR = {
			NOT = { trait = flat_terrain_leader }
			NOT = { trait = rough_terrain_leader }
			NOT = { trait = mountain_terrain_leader }
			AND = {
				NOT = { trait = desert_terrain_leader }
				any_demesne_province = {
					terrain = desert
				}
			}
			AND = {
				NOT = { trait = winter_soldier }
				OR = {
					culture_group = north_germanic
					culture_group = baltic
					culture_group = east_slavic
					culture_group = west_slavic
					culture_group = finno_ugric
				}
			}
		}
	}
	
	weight_multiplier = {
		factor = 1
		modifier = {
			factor = 1.25
			trait = misguided_warrior
		}
		modifier = {
			factor = 1.5
			trait = tough_soldier
		}
		modifier = {
			factor = 2.0
			trait = skilled_tactician
		}
		modifier = {
			factor = 3.0
			trait = brilliant_strategist
		}
		modifier = {
			factor = 0.1
			NOT = { martial = 5 }
		}
		modifier = {
			factor = 0.5
			NOT = { martial = 8 }
		}
		modifier = {
			factor = 2.0
			NOT = { martial = 12 }
		}
		modifier = {
			factor = 2.0
			has_character_modifier = adept_of_strategy
		}
		modifier = {
			factor = 3.0
			trait = strategist
		}
		modifier = {
			factor = 0.25
			leader_traits = 1
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11302 # Flat Terrain
		ai_chance = {
			factor = 100
			modifier = {
				factor = 50
				is_nomadic = yes
			}
		}
		trigger = {
			NOT = { trait = flat_terrain_leader }
		}
		add_trait = flat_terrain_leader
	}
	option = {
		name = EVTOPTB_WOL_11302 # Rough Terrain
		ai_chance = {
			factor = 100
			modifier = {
				factor = 2
				OR = {
					culture_group = north_germanic
					culture_group = baltic
					culture_group = east_slavic
					culture_group = west_slavic
					culture_group = finno_ugric
					is_tribal = yes
				}
			}
		}
		trigger = {
			NOT = { trait = rough_terrain_leader }
		}
		add_trait = rough_terrain_leader
	}
	option = {
		name = EVTOPTC_WOL_11302 # Mountain Terrain
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = mountain_terrain_leader }
		}
		add_trait = mountain_terrain_leader
	}
	option = {
		name = EVTOPTD_WOL_11302 # Desert Terrain
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = desert_terrain_leader }
			any_demesne_province = {
				terrain = desert
			}
		}
		add_trait = desert_terrain_leader
	}
	option = {
		name = EVTOPTE_WOL_11302 # Winter Soldier
		ai_chance = {
			factor = 150
		}
		trigger = {
			NOT = { trait = winter_soldier }
			OR = {
				culture_group = north_germanic
				culture_group = baltic
				culture_group = east_slavic
				culture_group = west_slavic
				culture_group = finno_ugric
			}
		}
		add_trait = winter_soldier
	}
	
	option = {
		name = EVTOPTE_WOL_11301 # Bad choices all...
	}
}

# Leader Trait Choice: Centre, Flank or Siege
character_event = {
	id = WoL.11303
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11303
	
	capable_only = yes
	prisoner = no

	trigger = {
		has_focus = focus_war
		can_have_more_leadership_traits = yes
		OR = {
			NOT = { trait = experimenter }
			NOT = { trait = flanker }
			NOT = { trait = narrow_flank_leader }
			NOT = { trait = trickster }
		}
	}
	
	weight_multiplier = {
		factor = 1
		modifier = {
			factor = 1.25
			trait = misguided_warrior
		}
		modifier = {
			factor = 1.5
			trait = tough_soldier
		}
		modifier = {
			factor = 2.0
			trait = skilled_tactician
		}
		modifier = {
			factor = 3.0
			trait = brilliant_strategist
		}
		modifier = {
			factor = 0.1
			NOT = { martial = 5 }
		}
		modifier = {
			factor = 0.5
			NOT = { martial = 8 }
		}
		modifier = {
			factor = 2.0
			NOT = { martial = 12 }
		}
		modifier = {
			factor = 2.0
			has_character_modifier = adept_of_strategy
		}
		modifier = {
			factor = 3.0
			trait = strategist
		}
		modifier = {
			factor = 0.25
			leader_traits = 1
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11303 # Centre
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = experimenter }
		}
		add_trait = experimenter
	}
	option = {
		name = EVTOPTB_WOL_11303 # Flanks
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = flanker }
		}
		add_trait = flanker
	}
	option = {
		name = EVTOPTC_WOL_11303 # Narrow Flanks
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = narrow_flank_leader }
		}
		add_trait = narrow_flank_leader
	}
	option = {
		name = EVTOPTD_WOL_11303 # Trickster
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = trickster }
		}
		add_trait = trickster
	}
	
	option = {
		name = EVTOPTE_WOL_11301 # Bad choices all...
	}
}

# Leader Trait Choice: Centre, Flank or Siege
character_event = {
	id = WoL.11304
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11304
	
	capable_only = yes
	prisoner = no

	trigger = {
		has_focus = focus_war
		can_have_more_leadership_traits = yes
		OR = {
			NOT = { trait = inspiring_leader }
			NOT = { trait = siege_leader }
			NOT = { trait = organizer }
			AND = {
				NOT = { trait = holy_warrior }
				trait = zealous
			}
		}
	}
	
	weight_multiplier = {
		factor = 1
		modifier = {
			factor = 1.25
			trait = misguided_warrior
		}
		modifier = {
			factor = 1.5
			trait = tough_soldier
		}
		modifier = {
			factor = 2.0
			trait = skilled_tactician
		}
		modifier = {
			factor = 3.0
			trait = brilliant_strategist
		}
		modifier = {
			factor = 0.1
			NOT = { martial = 5 }
		}
		modifier = {
			factor = 0.5
			NOT = { martial = 8 }
		}
		modifier = {
			factor = 2.0
			NOT = { martial = 12 }
		}
		modifier = {
			factor = 2.0
			has_character_modifier = adept_of_strategy
		}
		modifier = {
			factor = 3.0
			trait = strategist
		}
		modifier = {
			factor = 0.25
			leader_traits = 1
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11304 # Inpiring Leader
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = inspiring_leader }
		}
		add_trait = inspiring_leader
	}
	option = {
		name = EVTOPTB_WOL_11304 # Sieges
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = siege_leader }
		}
		add_trait = siege_leader
	}
	option = {
		name = EVTOPTC_WOL_11304 # Organizer
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = organizer }
		}
		add_trait = organizer
	}
	option = { # Holy Warrior
		name = { 
			text = EVTOPTD_WOL_11304
			trigger = {
				NOT = { religion_group = muslim }
			}
		}
		name = {
			text = EVTOPTD_WOL_11304_MUSLIM
			trigger = {
				religion_group = muslim
			}
		}
		ai_chance = {
			factor = 1000
		}
		trigger = {
			trait = zealous
			NOT = { trait = holy_warrior }
		}
		add_trait = holy_warrior
	}
	
	option = {
		name = EVTOPTE_WOL_11301 # Bad choices all...
	}
}

# Leader Trait Choice: Offense vs Defense
character_event = {
	id = WoL.11305
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11305
	
	capable_only = yes
	prisoner = no

	trigger = {
		has_focus = focus_war
		can_have_more_leadership_traits = yes
		OR = {
			NOT = { trait = aggressive_leader }
			NOT = { trait = defensive_leader }
			NOT = { trait = unyielding_leader }
		}
	}
	
	weight_multiplier = {
		factor = 1
		modifier = {
			factor = 1.25
			trait = misguided_warrior
		}
		modifier = {
			factor = 1.5
			trait = tough_soldier
		}
		modifier = {
			factor = 2.0
			trait = skilled_tactician
		}
		modifier = {
			factor = 3.0
			trait = brilliant_strategist
		}
		modifier = {
			factor = 0.1
			NOT = { martial = 5 }
		}
		modifier = {
			factor = 0.5
			NOT = { martial = 8 }
		}
		modifier = {
			factor = 2.0
			NOT = { martial = 12 }
		}
		modifier = {
			factor = 2.0
			has_character_modifier = adept_of_strategy
		}
		modifier = {
			factor = 3.0
			trait = strategist
		}
		modifier = {
			factor = 0.25
			leader_traits = 1
		}
	}
	
	option = {
		name = EVTOPTA_WOL_11305 # Offense
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = aggressive_leader }
		}
		add_trait = aggressive_leader
	}
	option = {
		name = EVTOPTB_WOL_11305 # Defense
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = defensive_leader }
		}
		add_trait = defensive_leader
	}
	option = {
		name = EVTOPTC_WOL_11305 # Unyielding
		ai_chance = {
			factor = 100
		}
		trigger = {
			NOT = { trait = unyielding_leader }
		}
		add_trait = unyielding_leader
	}
	
	option = {
		name = EVTOPTE_WOL_11301 # Bad choices all...
	}
}

# Teach a leader trait to one of my Commanders
character_event = {
	id = WoL.11310
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11310
	
	capable_only = yes
	prisoner = no

	trigger = {
		has_focus = focus_war
		OR = {
			trait = light_foot_leader
			trait = heavy_infantry_leader
			trait = cavalry_leader
			trait = inspiring_leader
			trait = trickster
			trait = organizer
			trait = defensive_leader
			trait = experimenter
			trait = flanker
			trait = aggressive_leader
			trait = siege_leader
			trait = unyielding_leader
			trait = narrow_flank_leader
			trait = flat_terrain_leader
			trait = rough_terrain_leader
			trait = mountain_terrain_leader
			trait = desert_terrain_leader
			trait = holy_warrior
			trait = winter_soldier
			trait = war_elephant_leader
			trait = jungle_terrain_leader
		}
		any_courtier = {
			prisoner = no
			is_adult = yes
			NOT = { trait = incapable }
			OR = {
				has_job_title = job_marshal
				has_minor_title = title_commander
			}
			can_have_more_leadership_traits = yes
			NOT = { leader_traits = 1 }
		}
	}
	
	immediate = {
		random_courtier = {
			limit = {
				prisoner = no
				is_adult = yes
				NOT = { trait = incapable }
				OR = {
					has_job_title = job_marshal
					has_minor_title = title_commander
				}
				can_have_more_leadership_traits = yes
				NOT = { leader_traits = 1 }
			}
			save_event_target_as = my_student
		}
	}
	
	option = {
		name = EVTOPT_WOL_11310_LF
		trigger = {
			trait = light_foot_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = light_foot_leader
			}
			character_event = { id = WoL.11311 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_HF
		trigger = {
			trait = heavy_infantry_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = heavy_infantry_leader
			}
			character_event = { id = WoL.11312 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_CAV
		trigger = {
			trait = cavalry_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = cavalry_leader
			}
			character_event = { id = WoL.11313 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_INSP
		trigger = {
			trait = inspiring_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = inspiring_leader
			}
			character_event = { id = WoL.11314 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_TRICK
		trigger = {
			trait = trickster
		}
		event_target:my_student = {
			tooltip = {
				add_trait = trickster
			}
			character_event = { id = WoL.11315 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_ORG
		trigger = {
			trait = organizer
		}
		event_target:my_student = {
			tooltip = {
				add_trait = organizer
			}
			character_event = { id = WoL.11316 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_DEF
		trigger = {
			trait = defensive_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = defensive_leader
			}
			character_event = { id = WoL.11317 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_CENTRE
		trigger = {
			trait = experimenter
		}
		event_target:my_student = {
			tooltip = {
				add_trait = experimenter
			}
			character_event = { id = WoL.11318 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_FLANK
		trigger = {
			trait = flanker
		}
		event_target:my_student = {
			tooltip = {
				add_trait = flanker
			}
			character_event = { id = WoL.11319 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_AGG
		trigger = {
			trait = aggressive_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = aggressive_leader
			}
			character_event = { id = WoL.11320 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_SIEGE
		trigger = {
			trait = siege_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = siege_leader
			}
			character_event = { id = WoL.11321 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_UN
		trigger = {
			trait = unyielding_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = unyielding_leader
			}
			character_event = { id = WoL.11322 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_NF
		trigger = {
			trait = narrow_flank_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = narrow_flank_leader
			}
			character_event = { id = WoL.11323 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_FTL
		trigger = {
			trait = flat_terrain_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = flat_terrain_leader
			}
			character_event = { id = WoL.11324 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_RTL
		trigger = {
			trait = rough_terrain_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = rough_terrain_leader
			}
			character_event = { id = WoL.11325 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_MTL
		trigger = {
			trait = mountain_terrain_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = mountain_terrain_leader
			}
			character_event = { id = WoL.11326 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_DTL
		trigger = {
			trait = desert_terrain_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = desert_terrain_leader
			}
			character_event = { id = WoL.11327 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_HW
		trigger = {
			trait = holy_warrior
		}
		event_target:my_student = {
			tooltip = {
				add_trait = holy_warrior
			}
			character_event = { id = WoL.11328 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_WINTER
		trigger = {
			trait = winter_soldier
		}
		event_target:my_student = {
			tooltip = {
				add_trait = winter_soldier
			}
			character_event = { id = WoL.11329 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_ELEPHANT
		trigger = {
			trait = war_elephant_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = war_elephant_leader
			}
			character_event = { id = WoL.11330 days = 7 }
		}
	}
	option = {
		name = EVTOPT_WOL_11310_JUNGLE
		trigger = {
			trait = jungle_terrain_leader
		}
		event_target:my_student = {
			tooltip = {
				add_trait = jungle_terrain_leader
			}
			character_event = { id = WoL.11331 days = 7 }
		}
	}
	
	option = {
		ai_chance = {
			factor = 0
		}
		name = EVTOPT_WOL_11310_NOPE
	}
}

# Light Foot
character_event = {
	id = WoL.11311
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11311
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = light_foot_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Heavy Foot
character_event = {
	id = WoL.11312
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11312
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = heavy_infantry_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Cavalry
character_event = {
	id = WoL.11313
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11313
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = cavalry_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Inspiring Leader
character_event = {
	id = WoL.11314
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11314
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = inspiring_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Trickster
character_event = {
	id = WoL.11315
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11315
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = trickster
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Organizer
character_event = {
	id = WoL.11316
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11316
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = organizer
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Defensive Leader
character_event = {
	id = WoL.11317
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11317
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = defensive_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Direct Leader
character_event = {
	id = WoL.11318
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11318
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = experimenter
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Flanker
character_event = {
	id = WoL.11319
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11319
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = flanker
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Aggressive Leader
character_event = {
	id = WoL.11320
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11320
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = aggressive_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Siege Leader
character_event = {
	id = WoL.11321
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11321
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = siege_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Unyielding
character_event = {
	id = WoL.11322
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11322
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = unyielding_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Narrow Flank Leader
character_event = {
	id = WoL.11323
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11323
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = narrow_flank_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Flat
character_event = {
	id = WoL.11324
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11324
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = flat_terrain_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Rough
character_event = {
	id = WoL.11325
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11325
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = rough_terrain_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Mountain
character_event = {
	id = WoL.11326
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11326
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = mountain_terrain_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Desert
character_event = {
	id = WoL.11327
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11327
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = desert_terrain_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Holy Warrior
character_event = {
	id = WoL.11328
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11328
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
			modifier = {
				factor = 0
				trait = cynical
			}
		}
		add_trait = holy_warrior
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 1
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Winter Soldier
character_event = {
	id = WoL.11329
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11329
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = winter_soldier
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# War Elephants
character_event = {
	id = WoL.11330
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11330
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = war_elephant_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Jungle
character_event = {
	id = WoL.11331
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11331
	
	option = {
		name = EVTOPTA_WOL_11311 # Accept
		ai_chance = {
			factor = 100
		}
		add_trait = jungle_terrain_leader
		FROM = {
			character_event = { id = WoL.11340 }
		}
	}
	
	option = {
		name = EVTOPTB_WOL_11311 # Decline
		ai_chance = {
			factor = 0
		}
		FROM = {
			character_event = { id = WoL.11341 }
		}
	}
}

# Commander accepts the lessons
character_event = {
	id = WoL.11340
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11340
	
	option = {
		name = EXCELLENT
	}
	
}

# Commander declines the lessons
character_event = {
	id = WoL.11341
	
	is_triggered_only = yes
	
	picture = GFX_evt_war_planning
	border = GFX_event_normal_frame_war
	
	desc = EVTDESC_WOL_11341
	
	option = {
		name = EVTOPTA_WOL_11341
	}
}
