#############################################
#############################################
#                                           #
# ZE Adolescence Education Events           #
# Coherent Conclave education rewrite       #
#                                           #
#############################################
#############################################

namespace = ZE

#############################################
# Stage Two: Advanced Education              #
#############################################
# Vanilla hook preserved: ZE.13999.
# on_adolescence_pulse fires around 12.5 and 14.5 years.
# Advanced study improves the selected attribute according to tutor quality.
# One tutor personality trait may also transfer on each pulse.

long_character_event = {
	id = ZE.13999
	hide_window = yes
	is_triggered_only = yes
	only_capable = yes
	trigger = {
		is_adult = no
		age = 12
		NOT = { age = 16 }
		NOT = { has_character_flag = is_child_of_destiny }
		NOT = { is_inaccessible_trigger = yes }
		NOT = { has_character_modifier = the_dungeon }
		NOT = { has_character_modifier = the_oubliette }
		OR = {
			has_focus = focus_ed_diplomacy
			has_focus = focus_ed_martial
			has_focus = focus_ed_stewardship
			has_focus = focus_ed_intrigue
			has_focus = focus_ed_learning
		}
	}
	immediate = {
		# Safety net: if the age-12 transition hook did not run first, lock the remembered childhood track now.
		if = { limit = { NOT = { has_character_flag = ze_foundation_locked } } long_character_event = { id = ZE.12998 } }
		if = {
			limit = { has_focus = focus_ed_diplomacy }
			random_list = {
				25 = {
					modifier = { factor = 2.0 NOT = { educator = { diplomacy = 8 } } }
					modifier = { factor = 1.5 educator = { trait = slothful } }
					modifier = { factor = 1.3 educator = { trait = dull } }
				}
				55 = { change_diplomacy = 1 }
				20 = {
					modifier = { factor = 0 NOT = { educator = { diplomacy = 12 } } }
					modifier = { factor = 1.5 educator = { diplomacy = 16 } }
					modifier = { factor = 1.25 educator = { diplomacy = 20 } }
					modifier = { factor = 1.20 educator = { trait = underhanded_rogue } }
					modifier = { factor = 1.45 educator = { trait = charismatic_negotiator } }
					modifier = { factor = 1.75 educator = { trait = grey_eminence } }
					modifier = { factor = 1.20 educator = { trait = diligent } }
					modifier = { factor = 1.15 educator = { trait = patient } }
					modifier = { factor = 1.20 educator = { trait = shrewd } }
					modifier = { factor = 0.60 educator = { trait = slothful } }
					modifier = { factor = 0.75 educator = { trait = dull } }
					change_diplomacy = 2
				}
			}
			random_list = {
				55 = { }
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = gregarious } } }
					modifier = { factor = 0 OR = { trait = gregarious trait = shy } }
					add_trait = gregarious
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = honest } } }
					modifier = { factor = 0 OR = { trait = honest trait = deceitful } }
					add_trait = honest
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = kind } } }
					modifier = { factor = 0 OR = { trait = kind trait = cruel } }
					add_trait = kind
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = charitable } } }
					modifier = { factor = 0 OR = { trait = charitable trait = greedy } }
					add_trait = charitable
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = groomed } } }
					modifier = { factor = 0 OR = { trait = groomed trait = uncouth } }
					add_trait = groomed
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = patient } } }
					modifier = { factor = 0 OR = { trait = patient trait = wroth } }
					add_trait = patient
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = shy } } }
					modifier = { factor = 0 OR = { trait = shy trait = gregarious } }
					add_trait = shy
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = deceitful } } }
					modifier = { factor = 0 OR = { trait = deceitful trait = honest } }
					add_trait = deceitful
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = proud } } }
					modifier = { factor = 0 OR = { trait = proud trait = humble } }
					add_trait = proud
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = uncouth } } }
					modifier = { factor = 0 OR = { trait = uncouth trait = groomed } }
					add_trait = uncouth
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = arbitrary } } }
					modifier = { factor = 0 OR = { trait = arbitrary trait = just } }
					add_trait = arbitrary
				}
			}
		}
		if = {
			limit = { has_focus = focus_ed_martial }
			random_list = {
				25 = {
					modifier = { factor = 2.0 NOT = { educator = { martial = 8 } } }
					modifier = { factor = 1.5 educator = { trait = slothful } }
					modifier = { factor = 1.3 educator = { trait = dull } }
				}
				55 = { change_martial = 1 }
				20 = {
					modifier = { factor = 0 NOT = { educator = { martial = 12 } } }
					modifier = { factor = 1.5 educator = { martial = 16 } }
					modifier = { factor = 1.25 educator = { martial = 20 } }
					modifier = { factor = 1.20 educator = { trait = tough_soldier } }
					modifier = { factor = 1.45 educator = { trait = skilled_tactician } }
					modifier = { factor = 1.75 educator = { trait = brilliant_strategist } }
					modifier = { factor = 1.20 educator = { trait = diligent } }
					modifier = { factor = 1.15 educator = { trait = patient } }
					modifier = { factor = 1.20 educator = { trait = shrewd } }
					modifier = { factor = 0.60 educator = { trait = slothful } }
					modifier = { factor = 0.75 educator = { trait = dull } }
					change_martial = 2
				}
			}
			random_list = {
				55 = { }
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = brave } } }
					modifier = { factor = 0 OR = { trait = brave trait = craven } }
					add_trait = brave
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = diligent } } }
					modifier = { factor = 0 OR = { trait = diligent trait = slothful } }
					add_trait = diligent
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = patient } } }
					modifier = { factor = 0 OR = { trait = patient trait = wroth } }
					add_trait = patient
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = just } } }
					modifier = { factor = 0 OR = { trait = just trait = arbitrary } }
					add_trait = just
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = proud } } }
					modifier = { factor = 0 OR = { trait = proud trait = humble } }
					add_trait = proud
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = cruel } } }
					modifier = { factor = 0 OR = { trait = cruel trait = kind } }
					add_trait = cruel
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = wroth } } }
					modifier = { factor = 0 OR = { trait = wroth trait = patient } }
					add_trait = wroth
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = arbitrary } } }
					modifier = { factor = 0 OR = { trait = arbitrary trait = just } }
					add_trait = arbitrary
				}
			}
		}
		if = {
			limit = { has_focus = focus_ed_stewardship }
			random_list = {
				25 = {
					modifier = { factor = 2.0 NOT = { educator = { stewardship = 8 } } }
					modifier = { factor = 1.5 educator = { trait = slothful } }
					modifier = { factor = 1.3 educator = { trait = dull } }
				}
				55 = { change_stewardship = 1 }
				20 = {
					modifier = { factor = 0 NOT = { educator = { stewardship = 12 } } }
					modifier = { factor = 1.5 educator = { stewardship = 16 } }
					modifier = { factor = 1.25 educator = { stewardship = 20 } }
					modifier = { factor = 1.20 educator = { trait = thrifty_clerk } }
					modifier = { factor = 1.45 educator = { trait = fortune_builder } }
					modifier = { factor = 1.75 educator = { trait = midas_touched } }
					modifier = { factor = 1.20 educator = { trait = diligent } }
					modifier = { factor = 1.15 educator = { trait = patient } }
					modifier = { factor = 1.20 educator = { trait = shrewd } }
					modifier = { factor = 0.60 educator = { trait = slothful } }
					modifier = { factor = 0.75 educator = { trait = dull } }
					change_stewardship = 2
				}
			}
			random_list = {
				55 = { }
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = diligent } } }
					modifier = { factor = 0 OR = { trait = diligent trait = slothful } }
					add_trait = diligent
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = temperate } } }
					modifier = { factor = 0 OR = { trait = temperate trait = gluttonous } }
					add_trait = temperate
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = patient } } }
					modifier = { factor = 0 OR = { trait = patient trait = wroth } }
					add_trait = patient
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = just } } }
					modifier = { factor = 0 OR = { trait = just trait = arbitrary } }
					add_trait = just
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = greedy } } }
					modifier = { factor = 0 OR = { trait = greedy trait = charitable } }
					add_trait = greedy
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = slothful } } }
					modifier = { factor = 0 OR = { trait = slothful trait = diligent } }
					add_trait = slothful
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = gluttonous } } }
					modifier = { factor = 0 OR = { trait = gluttonous trait = temperate } }
					add_trait = gluttonous
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = arbitrary } } }
					modifier = { factor = 0 OR = { trait = arbitrary trait = just } }
					add_trait = arbitrary
				}
			}
		}
		if = {
			limit = { has_focus = focus_ed_intrigue }
			random_list = {
				25 = {
					modifier = { factor = 2.0 NOT = { educator = { intrigue = 8 } } }
					modifier = { factor = 1.5 educator = { trait = slothful } }
					modifier = { factor = 1.3 educator = { trait = dull } }
				}
				55 = { change_intrigue = 1 }
				20 = {
					modifier = { factor = 0 NOT = { educator = { intrigue = 12 } } }
					modifier = { factor = 1.5 educator = { intrigue = 16 } }
					modifier = { factor = 1.25 educator = { intrigue = 20 } }
					modifier = { factor = 1.20 educator = { trait = flamboyant_schemer } }
					modifier = { factor = 1.45 educator = { trait = intricate_webweaver } }
					modifier = { factor = 1.75 educator = { trait = elusive_shadow } }
					modifier = { factor = 1.20 educator = { trait = diligent } }
					modifier = { factor = 1.15 educator = { trait = patient } }
					modifier = { factor = 1.20 educator = { trait = shrewd } }
					modifier = { factor = 0.60 educator = { trait = slothful } }
					modifier = { factor = 0.75 educator = { trait = dull } }
					change_intrigue = 2
				}
			}
			random_list = {
				55 = { }
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = patient } } }
					modifier = { factor = 0 OR = { trait = patient trait = wroth } }
					add_trait = patient
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = diligent } } }
					modifier = { factor = 0 OR = { trait = diligent trait = slothful } }
					add_trait = diligent
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = deceitful } } }
					modifier = { factor = 0 OR = { trait = deceitful trait = honest } }
					add_trait = deceitful
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = cynical } } }
					modifier = { factor = 0 OR = { trait = cynical trait = zealous } }
					add_trait = cynical
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = paranoid } } }
					modifier = { factor = 0 OR = { trait = paranoid } }
					add_trait = paranoid
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = envious } } }
					modifier = { factor = 0 OR = { trait = envious } }
					add_trait = envious
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = cruel } } }
					modifier = { factor = 0 OR = { trait = cruel trait = kind } }
					add_trait = cruel
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = arbitrary } } }
					modifier = { factor = 0 OR = { trait = arbitrary trait = just } }
					add_trait = arbitrary
				}
			}
		}
		if = {
			limit = { has_focus = focus_ed_learning }
			random_list = {
				25 = {
					modifier = { factor = 2.0 NOT = { educator = { learning = 8 } } }
					modifier = { factor = 1.5 educator = { trait = slothful } }
					modifier = { factor = 1.3 educator = { trait = dull } }
				}
				55 = { change_learning = 1 }
				20 = {
					modifier = { factor = 0 NOT = { educator = { learning = 12 } } }
					modifier = { factor = 1.5 educator = { learning = 16 } }
					modifier = { factor = 1.25 educator = { learning = 20 } }
					modifier = { factor = 1.20 educator = { trait = martial_cleric } }
					modifier = { factor = 1.45 educator = { trait = scholarly_theologian } }
					modifier = { factor = 1.75 educator = { trait = mastermind_theologian } }
					modifier = { factor = 1.20 educator = { trait = diligent } }
					modifier = { factor = 1.15 educator = { trait = patient } }
					modifier = { factor = 1.20 educator = { trait = shrewd } }
					modifier = { factor = 0.60 educator = { trait = slothful } }
					modifier = { factor = 0.75 educator = { trait = dull } }
					change_learning = 2
				}
			}
			random_list = {
				55 = { }
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = diligent } } }
					modifier = { factor = 0 OR = { trait = diligent trait = slothful } }
					add_trait = diligent
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = patient } } }
					modifier = { factor = 0 OR = { trait = patient trait = wroth } }
					add_trait = patient
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = zealous } } }
					modifier = { factor = 0 OR = { trait = zealous trait = cynical } }
					add_trait = zealous
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = charitable } } }
					modifier = { factor = 0 OR = { trait = charitable trait = greedy } }
					add_trait = charitable
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = cynical } } }
					modifier = { factor = 0 OR = { trait = cynical trait = zealous } }
					add_trait = cynical
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = stubborn } } }
					modifier = { factor = 0 OR = { trait = stubborn } }
					add_trait = stubborn
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = slothful } } }
					modifier = { factor = 0 OR = { trait = slothful trait = diligent } }
					add_trait = slothful
				}
				10 = {
					modifier = { factor = 0 NOT = { educator = { trait = chaste } } }
					modifier = { factor = 0 OR = { trait = chaste } }
					add_trait = chaste
				}
			}
		}
		# The intellectual distinction check belongs to the second stage and is only run once, at the later adolescence pulse.
		if = { limit = { age = 14 NOT = { has_character_flag = ze_intellectual_development_checked } } long_character_event = { id = ZE.13615 } }
	}
}

#############################################
# Intellectual development at age 14         #
#############################################
# ZE.13615 is retained as the age-14 influence hook.
# ERUDITE is the more common scholarly distinction and requires the Learning
# education focus. SHREWD is rarer and can arise in any education, but the
# pupil's actual Learning and the tutor's Learning/traits strongly affect it.
# DULL is the rare negative mirror for genuinely poor intellectual development.
long_character_event = {
	id = ZE.13615
	hide_window = yes
	is_triggered_only = yes
	only_capable = yes
	trigger = {
		age = 14
		NOT = { age = 16 }
		NOT = { has_character_flag = ze_intellectual_development_checked }
		NOT = { has_character_flag = is_child_of_destiny }
		NOT = { is_inaccessible_trigger = yes }
		NOT = { has_character_modifier = the_dungeon }
		NOT = { has_character_modifier = the_oubliette }
	}
	immediate = {
		set_character_flag = ze_intellectual_development_checked

		# Erudite: scholarship produced by a Learning education.
		if = {
			limit = { has_focus = focus_ed_learning NOT = { trait = erudite } }
			random_list = {
				80 = { }
				20 = {
					modifier = { factor = 0.25 NOT = { learning = 8 } }
					modifier = { factor = 1.50 learning = 12 }
					modifier = { factor = 1.50 learning = 16 }
					modifier = { factor = 1.40 educator = { learning = 12 } }
					modifier = { factor = 1.40 educator = { learning = 16 } }
					modifier = { factor = 1.30 educator = { learning = 20 } }
					modifier = { factor = 2.00 educator = { trait = erudite } }
					modifier = { factor = 1.30 educator = { trait = scholarly_theologian } }
					modifier = { factor = 1.60 educator = { trait = mastermind_theologian } }
					modifier = { factor = 1.25 trait = diligent }
					modifier = { factor = 0.50 trait = slothful }
					modifier = { factor = 0.30 trait = dull }
					add_trait = erudite
				}
			}
		}

		# Shrewd: rare general mental sharpness, not a synonym for scholarship.
		if = {
			limit = { learning = 10 NOR = { trait = shrewd trait = dull } }
			random_list = {
				99 = { }
				1 = {
					modifier = { factor = 2.00 learning = 12 }
					modifier = { factor = 2.00 learning = 16 }
					modifier = { factor = 1.50 educator = { learning = 16 } }
					modifier = { factor = 1.50 educator = { learning = 20 } }
					modifier = { factor = 2.00 educator = { trait = shrewd } }
					modifier = { factor = 1.50 OR = { trait = quick trait = genius } }
					modifier = { factor = 1.25 trait = diligent }
					add_trait = shrewd
				}
			}
		}

		# Dull: uncommon, and chiefly a risk where both pupil and teacher are weak intellectually.
		if = {
			limit = { NOT = { learning = 8 } NOR = { trait = dull trait = shrewd trait = quick trait = genius } }
			random_list = {
				92 = { }
				8 = {
					modifier = { factor = 1.50 NOT = { educator = { learning = 8 } } }
					modifier = { factor = 2.00 educator = { trait = dull } }
					modifier = { factor = 1.50 trait = slothful }
					modifier = { factor = 0.50 trait = diligent }
					modifier = { factor = 0.50 educator = { trait = shrewd } }
					add_trait = dull
				}
			}
		}
	}
}

#############################################
# Adulthood cleanup                           #
#############################################
# Vanilla hook preserved. Final grading events clear the education-state
# flags after assigning traits, so this event only removes obsolete vanilla
# smartness flags and does not destroy the dual-education record prematurely.
long_character_event = {
	id = ZE.13998
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		clr_character_flag = child_became_less_smart
		clr_character_flag = child_became_smarter
	}
}

#############################################
# Vanilla romantic endeavor events retained
#############################################
long_character_event = {
	id = ZE.13610
	desc = EVTDESC_ZE_13610
	picture = GFX_cr_evt_noble_in_castle
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	immediate = {
		
	}
	
	option = { # Farrier's apprentice 
		name = EVTOPTA_ZE_13610
		trigger = {
			is_female = yes
		}
		ai_chance = {
			factor = 46
		}
		set_character_flag = ZE_13610_farrier
		long_character_event = { id = ZE.13611 days = 30 }
	}
	
	option = { # Carpenter's daughter male
		name = EVTOPTA_ZE_13610_MALE
		trigger = {
			is_female = no
		}
		ai_chance = {
			factor = 46
		}
		set_character_flag = ZE_13610_carpenter_male
		long_character_event = { id = ZE.13611 days = 30 }
	}
	
	option = { # Carpenter's daughter
		name = EVTOPTB_ZE_13610
		trigger = {
			is_female = yes
		}
		ai_chance = {
			factor = 22
		}
		add_trait = homosexual
		set_character_flag = ZE_13610_carpenter
		long_character_event = { id = ZE.13611 days = 30 }
	}
	
	option = { # Farrier's apprentice Male
		name = EVTOPTB_ZE_13610_MALE
		trigger = {
			is_female = no
		}
		ai_chance = {
			factor = 22
		}
		add_trait = homosexual
		set_character_flag = ZE_13610_farrier_male
		long_character_event = { id = ZE.13611 days = 30 }
	}
	
	option = { # I don't have time for this 
		name = EVTOPTC_ZE_13610
		ai_chance = {
			factor = 30
		}
	}
}


long_character_event = {
	id = ZE.13611
	desc = {
		text = EVTDESCA_ZE_13611
		trigger = {
			OR = {
				has_character_flag = ZE_13610_farrier
				has_character_flag = ZE_13610_farrier_male
			}
		}
	}
	desc = {
		text = EVTDESCB_ZE_13611
		trigger = {
			OR = {
				has_character_flag = ZE_13610_carpenter
				has_character_flag = ZE_13610_carpenter_male
			}
		}
	}
	picture = GFX_cr_evt_young_courtship
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	immediate = {
		
	}
	
	option = { # Chaste 
		name = EVTOPTA_ZE_13611_CARP
		add_trait = chaste
		trigger = {
			OR = {
				has_character_flag = ZE_13610_carpenter
				has_character_flag = ZE_13610_carpenter_male
			}
		}
		
		hidden_tooltip = { long_character_event = { id = ZE.13612 } } # Clear flags
	}
	option = {
		name = EVTOPTA_ZE_13611_FERR
		add_trait = chaste
		trigger = {
			OR = {
				has_character_flag = ZE_13610_farrier
				has_character_flag = ZE_13610_farrier_male
			}
		}
		
		hidden_tooltip = { long_character_event = { id = ZE.13612 } } # Clear flags
	}
	option = { # No special outcome 
		name = EVTOPTB_ZE_13611_CARP
		trigger = {
			OR = {
				has_character_flag = ZE_13610_carpenter
				has_character_flag = ZE_13610_carpenter_male
			}
		}
		
		hidden_tooltip = { long_character_event = { id = ZE.13612 } } # Clear flags
	}
	option = {
		name = EVTOPTB_ZE_13611_FERR
		trigger = {
			OR = {
				has_character_flag = ZE_13610_farrier
				has_character_flag = ZE_13610_farrier_male
			}
		}
		
		hidden_tooltip = { long_character_event = { id = ZE.13612 } } # Clear flags
	}
	option = { # Lustful 
		name = EVTOPTC_ZE_13611_CARP
		add_trait = lustful
		trigger = {
			OR = {
				has_character_flag = ZE_13610_carpenter
				has_character_flag = ZE_13610_carpenter_male
			}
		}
		
		hidden_tooltip = { long_character_event = { id = ZE.13612 } } # Clear flags
	}
	option = { # Lustful 
		name = EVTOPTC_ZE_13611_FERR
		add_trait = lustful
		trigger = {
			OR = {
				has_character_flag = ZE_13610_farrier
				has_character_flag = ZE_13610_farrier_male
			}
		}
		
		hidden_tooltip = { long_character_event = { id = ZE.13612 } } # Clear flags
	}
}


long_character_event = {
	id = ZE.13612
	
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		clr_character_flag = ZE_13610_carpenter
		clr_character_flag = ZE_13610_carpenter_male
		clr_character_flag = ZE_13610_farrier
		clr_character_flag = ZE_13610_farrier_male
	}
}

#############################################
# Compatibility cleanup                       #
#############################################
# If this rewrite is introduced into an existing save, strip any surviving
# vanilla temporary childhood traits at adulthood rather than maturing them
# through the old random chains.
long_character_event = {
	id = ZE.40000
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		if = { limit = { trait = haughty } remove_trait = haughty }
		if = { limit = { trait = affectionate } remove_trait = affectionate }
		if = { limit = { trait = timid } remove_trait = timid }
		if = { limit = { trait = rowdy } remove_trait = rowdy }
		if = { limit = { trait = willful } remove_trait = willful }
		if = { limit = { trait = brooding } remove_trait = brooding }
		if = { limit = { trait = indolent } remove_trait = indolent }
		if = { limit = { trait = playful } remove_trait = playful }
		if = { limit = { trait = conscientious } remove_trait = conscientious }
		if = { limit = { trait = fussy } remove_trait = fussy }
		if = { limit = { trait = curious } remove_trait = curious }
		if = { limit = { trait = idolizer } remove_trait = idolizer }
	}
}

# Vanilla still calls these maturation IDs at adulthood. Retire the old
# childhood traits without applying their superseded personality outcomes.

long_character_event = {
	id = ZE.13000
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = haughty }
	immediate = { remove_trait = haughty }
}

long_character_event = {
	id = ZE.13010
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = affectionate }
	immediate = { remove_trait = affectionate }
}

long_character_event = {
	id = ZE.13020
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = timid }
	immediate = { remove_trait = timid }
}

long_character_event = {
	id = ZE.13030
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = rowdy }
	immediate = { remove_trait = rowdy }
}

long_character_event = {
	id = ZE.13040
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = willful }
	immediate = { remove_trait = willful }
}

long_character_event = {
	id = ZE.13050
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = brooding }
	immediate = { remove_trait = brooding }
}

long_character_event = {
	id = ZE.13060
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = indolent }
	immediate = { remove_trait = indolent }
}

long_character_event = {
	id = ZE.13070
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = playful }
	immediate = { remove_trait = playful }
}

long_character_event = {
	id = ZE.13080
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = conscientious }
	immediate = { remove_trait = conscientious }
}

long_character_event = {
	id = ZE.13090
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = fussy }
	immediate = { remove_trait = fussy }
}

long_character_event = {
	id = ZE.13100
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = curious }
	immediate = { remove_trait = curious }
}

long_character_event = {
	id = ZE.13110
	hide_window = yes
	is_triggered_only = yes
	trigger = { has_dlc = "Zeus" is_adult = yes trait = idolizer }
	immediate = { remove_trait = idolizer }
}

# Preserve the adolescent pulse's entry point for the retained courtship chain.
# The removed older-courtier branch contributes its weight to no event.
long_character_event = {
	id = ZE.13997
	hide_window = yes
	is_triggered_only = yes
	only_capable = yes
	prisoner = no
	trigger = {
		has_dlc = "Zeus"
		age = 14
		NOT = { age = 16 }
		is_ill = no
		NOT = { is_inaccessible_trigger = yes }
		NOT = { has_character_flag = is_child_of_destiny }
	}
	immediate = {
		random_list = {
			85 = { }
			15 = { long_character_event = { id = ZE.13610 days = 30 random = 120 } }
		}
	}
}
