########################################
# Carnal Realms General Story Deck
#
# Personal stories are one-time per character. Each chain has a conditional
# complication pool and a final choice with an actual scoped participant.
########################################

namespace = cr_story

# Yearly story dealer. Twenty percent is deliberate: the events are longer,
# and a ruler should not burn through the whole deck in a few hours of play.
character_event = {
	id = cr_story.1
	hide_window = yes
	is_triggered_only = yes
	trigger = {
		is_playable = yes
		is_ruler = yes
		prisoner = no
		is_incapable = no
		NOT = { is_inaccessible_trigger = yes }
		OR = {
			AND = { NOT = { has_character_flag = cr_seen_story_court_petition } any_courtier_or_vassal = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } }
			AND = { NOT = { has_character_flag = cr_seen_story_family_reckoning } any_close_relative = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } }
			AND = { NOT = { has_character_flag = cr_seen_story_private_counsel } OR = { is_married = yes any_lover = { always = yes } } }
			AND = { NOT = { has_character_flag = cr_seen_story_court_rumor } any_courtier_or_vassal = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } }
			AND = { NOT = { has_character_flag = cr_seen_story_feudal_hospitality } OR = { any_vassal = { prisoner = no is_incapable = no } any_allied_character = { is_ruler = yes prisoner = no is_incapable = no NOT = { character = ROOT } } } }
			AND = { NOT = { has_character_flag = cr_seen_story_hunting_companion } any_courtier_or_vassal = { martial = 6 prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } }
			AND = { NOT = { has_character_flag = cr_seen_story_hedge_knight } any_courtier_or_vassal = { martial = 8 prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } }
			AND = { NOT = { has_character_flag = cr_seen_story_mourning_vigil } any_courtier_or_vassal = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } }
			AND = { NOT = { has_character_flag = cr_seen_story_household_concord } OR = { num_of_spouses = 2 num_of_consorts = 2 } }
			AND = { NOT = { has_character_flag = cr_seen_story_council_trial } any_courtier_or_vassal = { is_adult = yes prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } OR = { diplomacy = 10 martial = 10 stewardship = 10 intrigue = 10 learning = 10 } } }
			AND = { NOT = { has_character_flag = cr_seen_story_character_test } any_courtier_or_vassal = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } }
			AND = { NOT = { has_character_flag = cr_seen_story_wicked_priest } any_realm_character = { is_adult = yes is_priest = yes prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } OR = { trait = chaste trait = celibate } } }
		}
	}

	immediate = {
		random = {
			chance = 20
			random_list = {
				25 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_court_petition }
					modifier = { factor = 0 NOT = { any_courtier_or_vassal = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } } }
					modifier = { factor = 1.5 diplomacy = 12 }
					modifier = { factor = 1.25 trait = administrator }
					long_character_event = { id = cr_story.10 }
				}
				20 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_family_reckoning }
					modifier = { factor = 0 NOT = { any_close_relative = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } } }
					modifier = { factor = 1.5 trait = family_person }
					modifier = { factor = 1.25 diplomacy = 10 }
					long_character_event = { id = cr_story.20 }
				}
				20 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_private_counsel }
					modifier = { factor = 0 NOR = { is_married = yes any_lover = { always = yes } } }
					modifier = { factor = 1.5 trait = lustful }
					modifier = { factor = 1.25 trait = hedonist }
					long_character_event = { id = cr_story.30 }
				}
				20 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_court_rumor }
					modifier = { factor = 0 NOT = { any_courtier_or_vassal = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } } }
					modifier = { factor = 1.5 intrigue = 12 }
					modifier = { factor = 1.25 trait = schemer }
					long_character_event = { id = cr_story.40 }
				}
				20 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_feudal_hospitality }
					modifier = { factor = 0 NOR = { any_vassal = { prisoner = no is_incapable = no } any_allied_character = { is_ruler = yes prisoner = no is_incapable = no NOT = { character = ROOT } } } }
					modifier = { factor = 1.5 diplomacy = 12 }
					modifier = { factor = 1.25 trait = gregarious }
					long_character_event = { id = cr_story.50 }
				}
				20 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_hunting_companion }
					modifier = { factor = 0 NOT = { any_courtier_or_vassal = { martial = 6 prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } } }
					modifier = { factor = 1.5 martial = 12 }
					modifier = { factor = 1.5 trait = hunter }
					long_character_event = { id = cr_story.60 }
				}
				15 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_hedge_knight }
					modifier = { factor = 0 NOT = { any_courtier_or_vassal = { martial = 8 prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } } }
					modifier = { factor = 1.5 martial = 12 }
					modifier = { factor = 1.25 trait = adventurer }
					long_character_event = { id = cr_story.70 }
				}
				15 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_mourning_vigil }
					modifier = { factor = 0 NOT = { any_courtier_or_vassal = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } } }
					modifier = { factor = 1.5 trait = kind }
					modifier = { factor = 1.25 learning = 10 }
					long_character_event = { id = cr_story.80 }
				}
				20 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_household_concord }
					modifier = { factor = 0 NOR = { num_of_spouses = 2 num_of_consorts = 2 } }
					modifier = { factor = 1.5 diplomacy = 12 }
					modifier = { factor = 1.25 trait = family_person }
					long_character_event = { id = cr_story.90 }
				}
				20 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_council_trial }
					modifier = { factor = 0 NOT = { any_courtier_or_vassal = { is_adult = yes prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } OR = { diplomacy = 10 martial = 10 stewardship = 10 intrigue = 10 learning = 10 } } } }
					modifier = { factor = 1.5 stewardship = 12 }
					modifier = { factor = 1.25 trait = administrator }
					long_character_event = { id = cr_story.100 }
				}
				15 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_character_test }
					modifier = { factor = 0 NOT = { any_courtier_or_vassal = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } } }
					modifier = { factor = 1.5 trait = ambitious }
					modifier = { factor = 1.25 trait = diligent }
					long_character_event = { id = cr_story.110 }
				}
				10 = {
					modifier = { factor = 0 has_character_flag = cr_seen_story_wicked_priest }
					modifier = { factor = 0 NOT = { any_realm_character = { is_adult = yes is_priest = yes prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } OR = { trait = chaste trait = celibate } } } }
					modifier = { factor = 1.5 learning = 12 }
					modifier = { factor = 1.5 trait = lustful }
					long_character_event = { id = cr_story.120 }
				}
			}
		}
	}
}

########################################
# Court petition
########################################

long_character_event = {
	id = cr_story.10
	title = CR_STORY_10_TITLE
	desc = CR_STORY_10_DESC
	picture = GFX_cr_evt_council_speaker
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_court_petition
		random_courtier_or_vassal = {
			limit = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } }
			save_event_target_as = cr_story_partner
		}
	}
	option = { name = CR_STORY_10_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.11 } }
	option = { name = CR_STORY_10_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.11 } }
}

character_event = {
	id = cr_story.11
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 diplomacy = 12 } modifier = { factor = 1.25 trait = just } long_character_event = { id = cr_story.12 } }
		50 = { modifier = { factor = 1.5 intrigue = 12 } modifier = { factor = 1.25 trait = schemer } long_character_event = { id = cr_story.13 } }
	}
	}
}

long_character_event = {
	id = cr_story.12
	title = CR_STORY_12_TITLE
	desc = CR_STORY_12_DESC
	picture = GFX_cr_evt_council
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = {
		name = CR_STORY_12_A
		custom_tooltip = {
			text = CR_EVENT_TT_DIPLOMACY_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 diplomacy = 12 } prestige = 20 cr_queue_just_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { diplomacy = 7 } } prestige = -10 cr_queue_proud_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.14 }
	}
	option = { name = CR_STORY_12_B wealth = -15 cr_queue_charitable_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.14 } }
}

long_character_event = {
	id = cr_story.13
	title = CR_STORY_13_TITLE
	desc = CR_STORY_13_DESC
	picture = GFX_cr_evt_spymaster
	border = GFX_event_long_frame_intrigue
	is_triggered_only = yes
	option = {
		name = CR_STORY_13_A
		custom_tooltip = {
			text = CR_EVENT_TT_INTRIGUE_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 intrigue = 12 } prestige = 15 cr_queue_intrigue_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { intrigue = 7 } } prestige = -15 cr_queue_deceitful_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.14 }
	}
	option = { name = CR_STORY_13_B prestige = -5 cr_queue_honest_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.14 } }
}

long_character_event = {
	id = cr_story.14
	title = CR_STORY_14_TITLE
	desc = CR_STORY_14_DESC
	picture = GFX_cr_evt_noble_in_castle
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = { name = CR_STORY_14_A prestige = 10 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_14_B
		trigger = { is_adult = yes event_target:cr_story_partner = { cr_valid_intimacy_partner_trigger = yes } }
		cr_complete_story_partner_intimacy_effect = yes
		prestige = 10
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 45 modifier = { factor = 1.5 trait = lustful } modifier = { factor = 1.5 diplomacy = 12 } }
	}
	option = { name = CR_STORY_14_C prestige = -10 cr_gain_cruel_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Family reckoning
########################################

long_character_event = {
	id = cr_story.20
	title = CR_STORY_20_TITLE
	desc = CR_STORY_20_DESC
	picture = GFX_cr_evt_family
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_family_reckoning
		random_close_relative = {
			limit = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } }
			save_event_target_as = cr_story_partner
		}
	}
	option = { name = CR_STORY_20_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.21 } }
	option = { name = CR_STORY_20_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.21 } }
}

character_event = {
	id = cr_story.21
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 diplomacy = 11 } modifier = { factor = 1.25 trait = family_person } long_character_event = { id = cr_story.22 } }
		50 = { modifier = { factor = 1.5 stewardship = 11 } modifier = { factor = 1.25 trait = diligent } long_character_event = { id = cr_story.23 } }
	}
	}
}

long_character_event = {
	id = cr_story.22
	title = CR_STORY_22_TITLE
	desc = CR_STORY_22_DESC
	picture = GFX_cr_evt_family
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = {
		name = CR_STORY_22_A
		custom_tooltip = {
			text = CR_EVENT_TT_DIPLOMACY_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 diplomacy = 12 } prestige = 15 cr_queue_compassion_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { diplomacy = 7 } } prestige = -10 cr_queue_proud_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.24 }
	}
	option = { name = CR_STORY_22_B wealth = -10 cr_queue_charitable_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.24 } }
}

long_character_event = {
	id = cr_story.23
	title = CR_STORY_23_TITLE
	desc = CR_STORY_23_DESC
	picture = GFX_cr_evt_noble_in_castle
	border = GFX_event_long_frame_economy
	is_triggered_only = yes
	option = {
		name = CR_STORY_23_A
		custom_tooltip = {
			text = CR_EVENT_TT_STEWARDSHIP_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 stewardship = 12 } wealth = 15 cr_queue_stewardship_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { stewardship = 7 } } wealth = -15 cr_queue_greedy_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.24 }
	}
	option = { name = CR_STORY_23_B prestige = 10 cr_queue_just_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.24 } }
}

long_character_event = {
	id = cr_story.24
	title = CR_STORY_24_TITLE
	desc = CR_STORY_24_DESC
	picture = GFX_cr_evt_family
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = { name = CR_STORY_24_A prestige = 10 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_24_B
		trigger = {
			is_adult = yes
			event_target:cr_story_partner = {
				cr_valid_intimacy_partner_trigger = yes
				OR = { is_married = ROOT cr_valid_relative_intimacy_partner_trigger = yes }
			}
		}
		cr_complete_story_partner_intimacy_effect = yes
		prestige = 10
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 45 modifier = { factor = 1.5 trait = lustful } }
	}
	option = { name = CR_STORY_24_C prestige = -10 cr_gain_greedy_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Private counsel with spouse or lover
########################################

long_character_event = {
	id = cr_story.30
	title = CR_STORY_30_TITLE
	desc = CR_STORY_30_DESC
	picture = GFX_cr_evt_lovers
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_private_counsel
		if = { limit = { is_married = yes } spouse = { save_event_target_as = cr_story_partner } }
		else = { random_lover = { save_event_target_as = cr_story_partner } }
	}
	option = { name = CR_STORY_30_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.31 } }
	option = { name = CR_STORY_30_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.31 } }
}

character_event = {
	id = cr_story.31
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 diplomacy = 12 } modifier = { factor = 1.25 trait = honest } long_character_event = { id = cr_story.32 } }
		50 = { modifier = { factor = 1.5 intrigue = 12 } modifier = { factor = 1.25 trait = lustful } long_character_event = { id = cr_story.33 } }
	}
	}
}

long_character_event = {
	id = cr_story.32
	title = CR_STORY_32_TITLE
	desc = CR_STORY_32_DESC
	picture = GFX_cr_evt_lovers
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = {
		name = CR_STORY_32_A
		custom_tooltip = {
			text = CR_EVENT_TT_DIPLOMACY_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 diplomacy = 12 } prestige = 15 cr_queue_honest_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { diplomacy = 7 } } prestige = -10 cr_queue_proud_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.34 }
	}
	option = { name = CR_STORY_32_B cr_queue_compassion_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.34 } }
}

long_character_event = {
	id = cr_story.33
	title = CR_STORY_33_TITLE
	desc = CR_STORY_33_DESC
	picture = GFX_cr_evt_lovers
	border = GFX_event_long_frame_intrigue
	is_triggered_only = yes
	option = {
		name = CR_STORY_33_A
		custom_tooltip = {
			text = CR_EVENT_TT_INTRIGUE_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 intrigue = 12 } prestige = 15 cr_queue_intrigue_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { intrigue = 7 } } prestige = -10 cr_queue_deceitful_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.34 }
	}
	option = { name = CR_STORY_33_B cr_queue_honest_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.34 } }
}

long_character_event = {
	id = cr_story.34
	title = CR_STORY_34_TITLE
	desc = CR_STORY_34_DESC
	picture = GFX_cr_evt_lovers
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = { name = CR_STORY_34_A prestige = 10 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_34_B
		trigger = { is_adult = yes event_target:cr_story_partner = { cr_valid_intimacy_partner_trigger = yes } }
		cr_complete_story_partner_intimacy_effect = yes
		prestige = 10
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 65 modifier = { factor = 1.5 trait = lustful } modifier = { factor = 1.5 trait = hedonist } }
	}
	option = { name = CR_STORY_34_C prestige = -10 cr_gain_proud_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Court rumor
########################################

long_character_event = {
	id = cr_story.40
	title = CR_STORY_40_TITLE
	desc = CR_STORY_40_DESC
	picture = GFX_cr_evt_scandal
	border = GFX_event_long_frame_intrigue
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_court_rumor
		random_courtier_or_vassal = { limit = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } save_event_target_as = cr_story_partner }
	}
	option = { name = CR_STORY_40_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.41 } }
	option = { name = CR_STORY_40_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.41 } }
}

character_event = {
	id = cr_story.41
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 diplomacy = 12 } modifier = { factor = 1.25 trait = gregarious } long_character_event = { id = cr_story.42 } }
		50 = { modifier = { factor = 1.5 intrigue = 12 } modifier = { factor = 1.25 trait = schemer } long_character_event = { id = cr_story.43 } }
	}
	}
}

long_character_event = {
	id = cr_story.42
	title = CR_STORY_42_TITLE
	desc = CR_STORY_42_DESC
	picture = GFX_cr_evt_courtiers_talking
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = {
		name = CR_STORY_42_A
		custom_tooltip = {
			text = CR_EVENT_TT_DIPLOMACY_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 diplomacy = 12 } prestige = 20 cr_queue_social_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { diplomacy = 7 } } prestige = -15 cr_queue_proud_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.44 }
	}
	option = { name = CR_STORY_42_B prestige = 5 cr_queue_honest_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.44 } }
}

long_character_event = {
	id = cr_story.43
	title = CR_STORY_43_TITLE
	desc = CR_STORY_43_DESC
	picture = GFX_cr_evt_spymaster
	border = GFX_event_long_frame_intrigue
	is_triggered_only = yes
	option = {
		name = CR_STORY_43_A
		custom_tooltip = {
			text = CR_EVENT_TT_INTRIGUE_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 intrigue = 12 } prestige = 15 cr_queue_intrigue_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { intrigue = 7 } } prestige = -15 cr_queue_deceitful_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.44 }
	}
	option = { name = CR_STORY_43_B prestige = -5 cr_queue_honest_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.44 } }
}

long_character_event = {
	id = cr_story.44
	title = CR_STORY_44_TITLE
	desc = CR_STORY_44_DESC
	picture = GFX_cr_evt_scandal
	border = GFX_event_long_frame_intrigue
	is_triggered_only = yes
	option = { name = CR_STORY_44_A prestige = 10 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_44_B
		trigger = { is_adult = yes event_target:cr_story_partner = { cr_valid_intimacy_partner_trigger = yes } }
		cr_complete_story_partner_intimacy_effect = yes
		prestige = 15
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 50 modifier = { factor = 1.5 trait = lustful } modifier = { factor = 1.5 trait = gregarious } }
	}
	option = { name = CR_STORY_44_C prestige = -10 cr_gain_cruel_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Feudal hospitality
########################################

long_character_event = {
	id = cr_story.50
	title = CR_STORY_50_TITLE
	desc = CR_STORY_50_DESC
	picture = GFX_cr_evt_noble_in_castle
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_feudal_hospitality
		random_list = {
			60 = {
				modifier = { factor = 0 NOT = { any_vassal = { prisoner = no is_incapable = no } } }
				random_vassal = { limit = { prisoner = no is_incapable = no } save_event_target_as = cr_story_partner }
			}
			40 = {
				modifier = { factor = 0 NOT = { any_allied_character = { is_ruler = yes prisoner = no is_incapable = no NOT = { character = ROOT } } } }
				random_allied_character = { limit = { is_ruler = yes prisoner = no is_incapable = no NOT = { character = ROOT } } save_event_target_as = cr_story_partner }
			}
		}
	}
	option = { name = CR_STORY_50_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.51 } }
	option = { name = CR_STORY_50_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.51 } }
}

character_event = {
	id = cr_story.51
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 diplomacy = 12 } modifier = { factor = 1.25 trait = gregarious } long_character_event = { id = cr_story.52 } }
		50 = { modifier = { factor = 1.5 stewardship = 12 } modifier = { factor = 1.25 trait = administrator } long_character_event = { id = cr_story.53 } }
	}
	}
}

long_character_event = {
	id = cr_story.52
	title = CR_STORY_52_TITLE
	desc = CR_STORY_52_DESC
	picture = GFX_cr_evt_feast
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = {
		name = CR_STORY_52_A
		custom_tooltip = {
			text = CR_EVENT_TT_DIPLOMACY_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 diplomacy = 12 } prestige = 20 cr_queue_diplomacy_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { diplomacy = 7 } } prestige = -10 cr_queue_diplomacy_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.54 }
	}
	option = { name = CR_STORY_52_B wealth = -15 cr_queue_charitable_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.54 } }
}

long_character_event = {
	id = cr_story.53
	title = CR_STORY_53_TITLE
	desc = CR_STORY_53_DESC
	picture = GFX_cr_evt_market
	border = GFX_event_long_frame_economy
	is_triggered_only = yes
	option = {
		name = CR_STORY_53_A
		custom_tooltip = {
			text = CR_EVENT_TT_STEWARDSHIP_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 stewardship = 12 } wealth = 20 cr_queue_stewardship_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { stewardship = 7 } } wealth = -20 cr_queue_greedy_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.54 }
	}
	option = { name = CR_STORY_53_B prestige = 10 cr_queue_just_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.54 } }
}

long_character_event = {
	id = cr_story.54
	title = CR_STORY_54_TITLE
	desc = CR_STORY_54_DESC
	picture = GFX_cr_evt_feast
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = { name = CR_STORY_54_A prestige = 10 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_54_B
		trigger = { is_adult = yes event_target:cr_story_partner = { cr_valid_intimacy_partner_trigger = yes } }
		cr_complete_story_partner_intimacy_effect = yes
		prestige = 15
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 50 modifier = { factor = 1.5 trait = lustful } modifier = { factor = 1.5 trait = gregarious } }
	}
	option = { name = CR_STORY_54_C prestige = -10 cr_gain_proud_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Hunting companion
########################################

long_character_event = {
	id = cr_story.60
	title = CR_STORY_60_TITLE
	desc = CR_STORY_60_DESC
	picture = GFX_cr_evt_hunting_scene
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_hunting_companion
		random_courtier_or_vassal = { limit = { martial = 6 prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } save_event_target_as = cr_story_partner }
	}
	option = { name = CR_STORY_60_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.61 } }
	option = { name = CR_STORY_60_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.61 } }
}

character_event = {
	id = cr_story.61
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 martial = 12 } modifier = { factor = 1.25 trait = hunter } long_character_event = { id = cr_story.62 } }
		50 = { modifier = { factor = 1.5 diplomacy = 12 } modifier = { factor = 1.25 trait = gregarious } long_character_event = { id = cr_story.63 } }
	}
	}
}

long_character_event = {
	id = cr_story.62
	title = CR_STORY_62_TITLE
	desc = CR_STORY_62_DESC
	picture = GFX_cr_evt_hunt
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_STORY_62_A
		custom_tooltip = {
			text = CR_EVENT_TT_MARTIAL_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 martial = 12 } prestige = 20 cr_queue_martial_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { martial = 7 } } prestige = -10 cr_queue_martial_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.64 }
	}
	option = { name = CR_STORY_62_B prestige = 5 cr_queue_temperate_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.64 } }
}

long_character_event = {
	id = cr_story.63
	title = CR_STORY_63_TITLE
	desc = CR_STORY_63_DESC
	picture = GFX_cr_evt_hunting_scene
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = {
		name = CR_STORY_63_A
		custom_tooltip = {
			text = CR_EVENT_TT_DIPLOMACY_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 diplomacy = 12 } prestige = 15 cr_queue_social_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { diplomacy = 7 } } prestige = -10 cr_queue_diplomacy_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.64 }
	}
	option = { name = CR_STORY_63_B prestige = 5 cr_queue_honest_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.64 } }
}

long_character_event = {
	id = cr_story.64
	title = CR_STORY_64_TITLE
	desc = CR_STORY_64_DESC
	picture = GFX_cr_evt_hunting_scene
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = { name = CR_STORY_64_A prestige = 10 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_64_B
		trigger = { is_adult = yes event_target:cr_story_partner = { cr_valid_intimacy_partner_trigger = yes } }
		cr_complete_story_partner_intimacy_effect = yes
		prestige = 10
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 45 modifier = { factor = 1.5 trait = lustful } modifier = { factor = 1.5 trait = hunter } }
	}
	option = { name = CR_STORY_64_C prestige = -10 cr_gain_cruel_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Hedge knight
########################################

long_character_event = {
	id = cr_story.70
	title = CR_STORY_70_TITLE
	desc = CR_STORY_70_DESC
	picture = GFX_cr_evt_rider_adventure
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_hedge_knight
		random_courtier_or_vassal = { limit = { martial = 8 prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } save_event_target_as = cr_story_partner }
	}
	option = { name = CR_STORY_70_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.71 } }
	option = { name = CR_STORY_70_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.71 } }
}

character_event = {
	id = cr_story.71
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 martial = 12 } modifier = { factor = 1.25 trait = brave } long_character_event = { id = cr_story.72 } }
		50 = { modifier = { factor = 1.5 intrigue = 12 } modifier = { factor = 1.25 trait = schemer } long_character_event = { id = cr_story.73 } }
	}
	}
}

long_character_event = {
	id = cr_story.72
	title = CR_STORY_72_TITLE
	desc = CR_STORY_72_DESC
	picture = GFX_cr_evt_melee
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = {
		name = CR_STORY_72_A
		custom_tooltip = {
			text = CR_EVENT_TT_MARTIAL_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 martial = 12 } prestige = 20 cr_queue_martial_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { martial = 7 } } prestige = -15 cr_queue_martial_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.74 }
	}
	option = { name = CR_STORY_72_B wealth = 10 cr_queue_just_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.74 } }
}

long_character_event = {
	id = cr_story.73
	title = CR_STORY_73_TITLE
	desc = CR_STORY_73_DESC
	picture = GFX_cr_evt_shadowy_cabal
	border = GFX_event_long_frame_intrigue
	is_triggered_only = yes
	option = {
		name = CR_STORY_73_A
		custom_tooltip = {
			text = CR_EVENT_TT_INTRIGUE_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 intrigue = 12 } prestige = 15 cr_queue_intrigue_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { intrigue = 7 } } wealth = -15 cr_queue_deceitful_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.74 }
	}
	option = { name = CR_STORY_73_B wealth = -10 cr_queue_charitable_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.74 } }
}

long_character_event = {
	id = cr_story.74
	title = CR_STORY_74_TITLE
	desc = CR_STORY_74_DESC
	picture = GFX_cr_evt_rider_adventure
	border = GFX_event_long_frame_war
	is_triggered_only = yes
	option = { name = CR_STORY_74_A prestige = 10 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_74_B
		trigger = { is_adult = yes event_target:cr_story_partner = { cr_valid_intimacy_partner_trigger = yes } }
		cr_complete_story_partner_intimacy_effect = yes
		prestige = 10
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 45 modifier = { factor = 1.5 trait = lustful } modifier = { factor = 1.5 trait = adventurer } }
	}
	option = { name = CR_STORY_74_C prestige = -10 cr_gain_greedy_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Mourning vigil
########################################

long_character_event = {
	id = cr_story.80
	title = CR_STORY_80_TITLE
	desc = CR_STORY_80_DESC
	picture = GFX_cr_evt_bad_news
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_mourning_vigil
		random_courtier_or_vassal = { limit = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } save_event_target_as = cr_story_partner }
	}
	option = { name = CR_STORY_80_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.81 } }
	option = { name = CR_STORY_80_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.81 } }
}

character_event = {
	id = cr_story.81
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 learning = 12 } modifier = { factor = 1.25 trait = theologian } long_character_event = { id = cr_story.82 } }
		50 = { modifier = { factor = 1.5 diplomacy = 12 } modifier = { factor = 1.25 trait = kind } long_character_event = { id = cr_story.83 } }
	}
	}
}

long_character_event = {
	id = cr_story.82
	title = CR_STORY_82_TITLE
	desc = CR_STORY_82_DESC
	picture = GFX_cr_evt_cathedral
	border = GFX_event_long_frame_religion
	is_triggered_only = yes
	option = {
		name = CR_STORY_82_A
		custom_tooltip = {
			text = CR_EVENT_TT_LEARNING_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 learning = 12 } piety = 20 cr_queue_humble_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { learning = 7 } } piety = -10 cr_queue_proud_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.84 }
	}
	option = { name = CR_STORY_82_B piety = 10 cr_queue_compassion_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.84 } }
}

long_character_event = {
	id = cr_story.83
	title = CR_STORY_83_TITLE
	desc = CR_STORY_83_DESC
	picture = GFX_cr_evt_family
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = {
		name = CR_STORY_83_A
		custom_tooltip = {
			text = CR_EVENT_TT_DIPLOMACY_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 diplomacy = 12 } prestige = 15 cr_queue_compassion_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { diplomacy = 7 } } prestige = -10 cr_queue_diplomacy_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.84 }
	}
	option = { name = CR_STORY_83_B wealth = -10 cr_queue_charitable_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.84 } }
}

long_character_event = {
	id = cr_story.84
	title = CR_STORY_84_TITLE
	desc = CR_STORY_84_DESC
	picture = GFX_cr_evt_bad_news
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = { name = CR_STORY_84_A piety = 10 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_84_B
		trigger = { is_adult = yes event_target:cr_story_partner = { cr_valid_intimacy_partner_trigger = yes } }
		cr_complete_story_partner_intimacy_effect = yes
		prestige = 5
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 40 modifier = { factor = 1.5 trait = lustful } modifier = { factor = 1.5 trait = kind } }
	}
	option = { name = CR_STORY_84_C piety = -10 cr_gain_slothful_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Household concord for plural marriages and consorts
########################################

long_character_event = {
	id = cr_story.90
	title = CR_STORY_90_TITLE
	desc = CR_STORY_90_DESC
	picture = GFX_cr_evt_family
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_household_concord
		if = { limit = { num_of_spouses = 2 } random_spouse = { save_event_target_as = cr_story_partner } }
		else = { random_consort = { limit = { NOT = { character = ROOT } } save_event_target_as = cr_story_partner } }
	}
	option = { name = CR_STORY_90_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.91 } }
	option = { name = CR_STORY_90_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.91 } }
}

character_event = {
	id = cr_story.91
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 diplomacy = 12 } modifier = { factor = 1.25 trait = kind } long_character_event = { id = cr_story.92 } }
		50 = { modifier = { factor = 1.5 intrigue = 12 } modifier = { factor = 1.25 trait = ambitious } long_character_event = { id = cr_story.93 } }
	}
	}
}

long_character_event = {
	id = cr_story.92
	title = CR_STORY_92_TITLE
	desc = CR_STORY_92_DESC
	picture = GFX_cr_evt_family
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = {
		name = CR_STORY_92_A
		custom_tooltip = {
			text = CR_EVENT_TT_DIPLOMACY_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 diplomacy = 12 } prestige = 15 cr_queue_compassion_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { diplomacy = 7 } } prestige = -10 cr_queue_proud_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.94 }
	}
	option = { name = CR_STORY_92_B wealth = -10 cr_queue_charitable_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.94 } }
}

long_character_event = {
	id = cr_story.93
	title = CR_STORY_93_TITLE
	desc = CR_STORY_93_DESC
	picture = GFX_cr_evt_scandal
	border = GFX_event_long_frame_intrigue
	is_triggered_only = yes
	option = {
		name = CR_STORY_93_A
		custom_tooltip = {
			text = CR_EVENT_TT_INTRIGUE_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 intrigue = 12 } prestige = 15 cr_queue_intrigue_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { intrigue = 7 } } prestige = -15 cr_queue_deceitful_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.94 }
	}
	option = { name = CR_STORY_93_B prestige = 5 cr_queue_honest_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.94 } }
}

long_character_event = {
	id = cr_story.94
	title = CR_STORY_94_TITLE
	desc = CR_STORY_94_DESC
	picture = GFX_cr_evt_family
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = { name = CR_STORY_94_A prestige = 10 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_94_B
		trigger = { is_adult = yes event_target:cr_story_partner = { cr_valid_intimacy_partner_trigger = yes } }
		cr_complete_story_partner_intimacy_effect = yes
		prestige = 10
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 60 modifier = { factor = 1.5 trait = lustful } modifier = { factor = 1.5 trait = family_person } }
	}
	option = { name = CR_STORY_94_C prestige = -10 cr_gain_cruel_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Council trial
########################################

long_character_event = {
	id = cr_story.100
	title = CR_STORY_100_TITLE
	desc = CR_STORY_100_DESC
	picture = GFX_cr_evt_council
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_council_trial
		random_courtier_or_vassal = {
			limit = { is_adult = yes prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } OR = { diplomacy = 10 martial = 10 stewardship = 10 intrigue = 10 learning = 10 } }
			save_event_target_as = cr_story_partner
		}
	}
	option = { name = CR_STORY_100_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.101 } }
	option = { name = CR_STORY_100_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.101 } }
}

character_event = {
	id = cr_story.101
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 stewardship = 12 } modifier = { factor = 1.25 trait = administrator } long_character_event = { id = cr_story.102 } }
		50 = { modifier = { factor = 1.5 diplomacy = 12 } modifier = { factor = 1.25 trait = gregarious } long_character_event = { id = cr_story.103 } }
	}
	}
}

long_character_event = {
	id = cr_story.102
	title = CR_STORY_102_TITLE
	desc = CR_STORY_102_DESC
	picture = GFX_cr_evt_council_speaker
	border = GFX_event_long_frame_economy
	is_triggered_only = yes
	option = {
		name = CR_STORY_102_A
		custom_tooltip = {
			text = CR_EVENT_TT_STEWARDSHIP_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 stewardship = 12 } prestige = 15 cr_queue_stewardship_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { stewardship = 7 } } prestige = -10 cr_queue_stewardship_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.104 }
	}
	option = { name = CR_STORY_102_B prestige = 5 cr_queue_just_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.104 } }
}

long_character_event = {
	id = cr_story.103
	title = CR_STORY_103_TITLE
	desc = CR_STORY_103_DESC
	picture = GFX_cr_evt_courtiers_talking
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = {
		name = CR_STORY_103_A
		custom_tooltip = {
			text = CR_EVENT_TT_DIPLOMACY_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 diplomacy = 12 } prestige = 20 cr_queue_diplomacy_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { diplomacy = 7 } } prestige = -15 cr_queue_diplomacy_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.104 }
	}
	option = { name = CR_STORY_103_B wealth = -10 cr_queue_charitable_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.104 } }
}

long_character_event = {
	id = cr_story.104
	title = CR_STORY_104_TITLE
	desc = CR_STORY_104_DESC
	picture = GFX_cr_evt_council
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = { name = CR_STORY_104_A prestige = 10 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_104_B
		trigger = { is_adult = yes event_target:cr_story_partner = { cr_valid_intimacy_partner_trigger = yes } }
		cr_complete_story_partner_intimacy_effect = yes
		prestige = 10
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 40 modifier = { factor = 1.5 trait = lustful } modifier = { factor = 1.5 trait = ambitious } }
	}
	option = { name = CR_STORY_104_C prestige = -10 cr_gain_proud_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Character under pressure
########################################

long_character_event = {
	id = cr_story.110
	title = CR_STORY_110_TITLE
	desc = CR_STORY_110_DESC
	picture = GFX_cr_evt_noble_in_castle
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_character_test
		random_courtier_or_vassal = { limit = { prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } } save_event_target_as = cr_story_partner }
	}
	option = { name = CR_STORY_110_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.111 } }
	option = { name = CR_STORY_110_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.111 } }
}

character_event = {
	id = cr_story.111
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 trait = ambitious } modifier = { factor = 1.25 stewardship = 11 } long_character_event = { id = cr_story.112 } }
		50 = { modifier = { factor = 1.5 trait = honest } modifier = { factor = 1.25 diplomacy = 11 } long_character_event = { id = cr_story.113 } }
	}
	}
}

long_character_event = {
	id = cr_story.112
	title = CR_STORY_112_TITLE
	desc = CR_STORY_112_DESC
	picture = GFX_cr_evt_war_planning
	border = GFX_event_long_frame_economy
	is_triggered_only = yes
	option = {
		name = CR_STORY_112_A
		custom_tooltip = {
			text = CR_EVENT_TT_STEWARDSHIP_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 stewardship = 12 } prestige = 20 cr_queue_stewardship_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { stewardship = 7 } } prestige = -15 cr_queue_greedy_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.114 }
	}
	option = { name = CR_STORY_112_B prestige = 5 cr_queue_humble_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.114 } }
}

long_character_event = {
	id = cr_story.113
	title = CR_STORY_113_TITLE
	desc = CR_STORY_113_DESC
	picture = GFX_cr_evt_council_speaker
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = {
		name = CR_STORY_113_A
		custom_tooltip = {
			text = CR_EVENT_TT_DIPLOMACY_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 diplomacy = 12 } prestige = 15 cr_queue_honest_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { diplomacy = 7 } } prestige = -10 cr_queue_proud_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.114 }
	}
	option = { name = CR_STORY_113_B prestige = 5 cr_queue_compassion_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.114 } }
}

long_character_event = {
	id = cr_story.114
	title = CR_STORY_114_TITLE
	desc = CR_STORY_114_DESC
	picture = GFX_cr_evt_noble_in_castle
	border = GFX_event_long_frame_diplomacy
	is_triggered_only = yes
	option = { name = CR_STORY_114_A prestige = 10 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_114_B
		trigger = { is_adult = yes event_target:cr_story_partner = { cr_valid_intimacy_partner_trigger = yes } }
		cr_complete_story_partner_intimacy_effect = yes
		prestige = 10
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 45 modifier = { factor = 1.5 trait = lustful } modifier = { factor = 1.5 trait = ambitious } }
	}
	option = { name = CR_STORY_114_C prestige = -10 cr_gain_proud_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Wicked priest teaching chastity and modesty
########################################

long_character_event = {
	id = cr_story.120
	title = CR_STORY_120_TITLE
	desc = CR_STORY_120_DESC
	picture = GFX_cr_evt_bishop
	border = GFX_event_long_frame_religion
	is_triggered_only = yes
	immediate = {
		set_character_flag = cr_seen_story_wicked_priest
		random_realm_character = {
			limit = { is_adult = yes is_priest = yes prisoner = no is_incapable = no NOT = { is_inaccessible_trigger = yes } OR = { trait = chaste trait = celibate } }
			save_event_target_as = cr_story_partner
		}
	}
	option = { name = CR_STORY_120_A set_character_flag = cr_story_direct_approach character_event = { id = cr_story.121 } }
	option = { name = CR_STORY_120_B set_character_flag = cr_story_cautious_approach character_event = { id = cr_story.121 } }
}

character_event = {
	id = cr_story.121
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		random_list = {
		50 = { modifier = { factor = 1.5 learning = 12 } modifier = { factor = 1.25 trait = theologian } long_character_event = { id = cr_story.122 } }
		50 = { modifier = { factor = 1.5 intrigue = 12 } modifier = { factor = 1.25 trait = schemer } long_character_event = { id = cr_story.123 } }
	}
	}
}

long_character_event = {
	id = cr_story.122
	title = CR_STORY_122_TITLE
	desc = CR_STORY_122_DESC
	picture = GFX_cr_evt_religious_exultation
	border = GFX_event_long_frame_religion
	is_triggered_only = yes
	option = {
		name = CR_STORY_122_A
		custom_tooltip = {
			text = CR_EVENT_TT_LEARNING_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 learning = 12 } piety = 25 cr_queue_learning_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { learning = 7 } } piety = -15 cr_queue_proud_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.124 }
	}
	option = { name = CR_STORY_122_B piety = 10 cr_queue_honest_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.124 } }
}

long_character_event = {
	id = cr_story.123
	title = CR_STORY_123_TITLE
	desc = CR_STORY_123_DESC
	picture = GFX_cr_evt_scandal
	border = GFX_event_long_frame_intrigue
	is_triggered_only = yes
	option = {
		name = CR_STORY_123_A
		custom_tooltip = {
			text = CR_EVENT_TT_INTRIGUE_TEST
			hidden_tooltip = {
		random_list = {
			50 = { modifier = { factor = 1.75 intrigue = 12 } prestige = 20 cr_queue_intrigue_good_ending_trait_effect = yes set_character_flag = cr_story_good_result }
			50 = { modifier = { factor = 1.5 NOT = { intrigue = 7 } } prestige = -15 cr_queue_deceitful_bad_ending_trait_effect = yes set_character_flag = cr_story_bad_result }
		}
			}
		}
		long_character_event = { id = cr_story.124 }
	}
	option = { name = CR_STORY_123_B piety = 5 cr_queue_just_good_ending_trait_effect = yes set_character_flag = cr_story_good_result long_character_event = { id = cr_story.124 } }
}

long_character_event = {
	id = cr_story.124
	title = CR_STORY_124_TITLE
	desc = CR_STORY_124_DESC
	picture = GFX_cr_evt_bishop
	border = GFX_event_long_frame_religion
	is_triggered_only = yes
	option = { name = CR_STORY_124_A piety = 15 cr_resolve_nonsexual_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
	option = {
		name = CR_STORY_124_B
		trigger = { is_adult = yes event_target:cr_story_partner = { cr_valid_intimacy_partner_trigger = yes } }
		custom_tooltip = {
			text = CR_EVENT_TT_STORY_SEX_TEST
			hidden_tooltip = {
		random_list = {
			50 = {
				modifier = { factor = 1.75 diplomacy = 12 }
				modifier = { factor = 1.5 trait = lustful }
				event_target:cr_story_partner = { save_event_target_as = cr_intimacy_partner }
				cr_resolve_contextual_intimacy_effect = yes
				cr_resolve_carnal_ending_trait_effect = yes
				piety = 25
			}
			50 = {
				modifier = { factor = 1.75 event_target:cr_story_partner = { trait = chaste } }
				modifier = { factor = 1.5 event_target:cr_story_partner = { trait = proud } }
				piety = -10
				cr_gain_proud_bad_ending_trait_effect = yes
			}
		}
			}
		}
		cr_clear_general_story_state_effect = yes
		ai_chance = { factor = 55 modifier = { factor = 1.5 trait = lustful } modifier = { factor = 1.5 learning = 12 } }
	}
	option = { name = CR_STORY_124_C piety = -20 cr_gain_cruel_bad_ending_trait_effect = yes cr_clear_general_story_state_effect = yes }
}

########################################
# Battlefield carnal challenge results
########################################

long_character_event = {
	id = cr_story.900
	title = CR_STORY_900_TITLE
	desc = CR_STORY_900_DESC
	picture = GFX_cr_evt_battle
	border = GFX_event_long_frame_war
	portrait = event_target:enemy_commander
	is_triggered_only = yes
	option = {
		name = CR_STORY_900_A
		event_target:enemy_commander = { save_event_target_as = cr_intimacy_partner }
		cr_resolve_contextual_intimacy_effect = yes
		cr_resolve_carnal_ending_trait_effect = yes
		prestige = 20
		allow_new_battle_events_effect = yes
		event_target:enemy_commander = { allow_new_battle_events_effect = yes }
		clear_event_target = cr_intimacy_partner
	}
}

long_character_event = {
	id = cr_story.901
	title = CR_STORY_901_TITLE
	desc = CR_STORY_901_DESC
	picture = GFX_cr_evt_battle
	border = GFX_event_long_frame_war
	portrait = event_target:enemy_commander
	is_triggered_only = yes
	option = {
		name = CR_STORY_901_A
		prestige = -5
		reverse_opinion = { who = event_target:enemy_commander modifier = opinion_mocked_me_in_battle years = 3 }
		allow_new_battle_events_effect = yes
		event_target:enemy_commander = { allow_new_battle_events_effect = yes }
	}
}
