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#                                           #
# ZE Childhood Education Events             #
# Coherent Conclave education rewrite       #
#                                           #
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namespace = ZE

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# Stage One: Foundational Education          #
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# Vanilla hook preserved: ZE.12999
# on_childhood_pulse fires at about 6.5, 8.5 and 10.5 years.
# Childhood focuses now teach actual attributes. The educator's relevant
# attribute, professional education trait, and teaching traits determine
# whether the child gains 0, 1, or 2 points on each pulse.
# The last childhood curriculum is remembered for the age-12 transition.

long_character_event = {
	id = ZE.12999
	hide_window = yes
	is_triggered_only = yes
	only_capable = yes
	min_age = 6
	max_age = 12
	trigger = {
		has_dlc = "Zeus"
		NOT = { has_character_modifier = the_oubliette }
		NOT = { has_character_modifier = the_dungeon }
		NOT = { has_character_flag = is_child_of_destiny }
		NOT = { is_inaccessible_trigger = yes }
	}
	immediate = {
		# Remember the current foundational track. A childhood focus change therefore changes the formal track, while previously learned attribute points remain.
		clr_character_flag = ze_stage1_diplomacy
		clr_character_flag = ze_stage1_martial
		clr_character_flag = ze_stage1_stewardship
		clr_character_flag = ze_stage1_intrigue
		clr_character_flag = ze_stage1_learning
		clr_character_flag = ze_stage1_heritage
		if = {
			limit = { has_focus = focus_ch_struggle }
			set_character_flag = ze_stage1_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
				}
			}
			# STRUGGLE: physical martial foundation; hardship can teach solidarity.
			if = {
				limit = { age = 10 }
				random_list = {
					40 = { }
					30 = { modifier = { factor = 0 OR = { trait = kind trait = cruel } } add_trait = kind }
					30 = { modifier = { factor = 0 OR = { trait = charitable trait = greedy } } add_trait = charitable }
				}
				# Physical development from training. Good martial tutors favor Sturdy/Brawny; poor ones can overtrain a child into Frail.
				random_list = {
					65 = { }
					20 = {
						modifier = { factor = 0 OR = { trait = sturdy trait = robust trait = feeble } }
						modifier = { factor = 1.5 educator = { martial = 12 } }
						modifier = { factor = 1.5 educator = { martial = 16 } }
						add_trait = sturdy
					}
					10 = {
						modifier = { factor = 0 OR = { trait = sturdy trait = robust trait = feeble } }
						modifier = { factor = 0 NOT = { educator = { martial = 16 } } }
						modifier = { factor = 1.5 educator = { trait = robust } }
						add_trait = robust
					}
					5 = {
						modifier = { factor = 0 OR = { trait = sturdy trait = robust trait = feeble } }
						modifier = { factor = 2.0 NOT = { educator = { martial = 8 } } }
						modifier = { factor = 1.5 educator = { trait = feeble } }
						add_trait = feeble
					}
				}
			}
			# One additional lesson may come directly from the tutor's own character at the end of the foundational stage.
			if = {
				limit = { age = 10 }
				random_list = {
					65 = { }
					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_ch_pride }
			set_character_flag = ze_stage1_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
				}
			}
			# PRIDE: aristocratic martial foundation; command, honor and reputation.
			if = {
				limit = { age = 10 }
				random_list = {
					25 = { }
					75 = {
						modifier = { factor = 0 OR = { trait = proud trait = humble } }
						modifier = { factor = 1.5 educator = { trait = proud } }
						add_trait = proud
					}
				}
			}
			# One additional lesson may come directly from the tutor's own character at the end of the foundational stage.
			if = {
				limit = { age = 10 }
				random_list = {
					65 = { }
					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_ch_humility }
			set_character_flag = ze_stage1_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
				}
			}
			# HUMILITY: diplomacy through restraint, listening and deference.
			if = {
				limit = { age = 10 }
				random_list = {
					25 = { }
					75 = {
						modifier = { factor = 0 OR = { trait = humble trait = proud } }
						modifier = { factor = 1.5 educator = { trait = humble } }
						add_trait = humble
					}
				}
			}
			# One additional lesson may come directly from the tutor's own character at the end of the foundational stage.
			if = {
				limit = { age = 10 }
				random_list = {
					65 = { }
					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_ch_etiquette }
			set_character_flag = ze_stage1_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
				}
			}
			# ETIQUETTE: diplomacy through protocol, presentation and court behavior.
			if = {
				limit = { age = 10 }
				random_list = {
					25 = { }
					35 = { modifier = { factor = 0 OR = { trait = charitable trait = greedy } } add_trait = charitable }
					40 = {
						modifier = { factor = 0 OR = { trait = groomed trait = uncouth } }
						modifier = { factor = 1.5 educator = { diplomacy = 12 } }
						modifier = { factor = 1.5 educator = { trait = groomed } }
						add_trait = groomed
					}
				}
				if = {
					limit = { NOT = { educator = { diplomacy = 8 } } NOR = { trait = groomed trait = uncouth } }
					random = { chance = 15 add_trait = uncouth }
				}
			}
			# One additional lesson may come directly from the tutor's own character at the end of the foundational stage.
			if = {
				limit = { age = 10 }
				random_list = {
					65 = { }
					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_ch_duty }
			set_character_flag = ze_stage1_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
				}
			}
			# DUTY: intrigue as trusted court service, discretion and observation.
			if = {
				limit = { age = 10 }
				random_list = {
					30 = { }
					35 = { modifier = { factor = 0 OR = { trait = diligent trait = slothful } } add_trait = diligent }
					35 = { modifier = { factor = 0 OR = { trait = patient trait = wroth } } add_trait = patient }
				}
			}
			# One additional lesson may come directly from the tutor's own character at the end of the foundational stage.
			if = {
				limit = { age = 10 }
				random_list = {
					65 = { }
					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_ch_thrift }
			set_character_flag = ze_stage1_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
				}
			}
			# THRIFT: stewardship through accounts, stores, estates and resources.
			if = {
				limit = { age = 10 }
				random_list = {
					20 = { }
					35 = { modifier = { factor = 0 OR = { trait = diligent trait = slothful } } add_trait = diligent }
					30 = { modifier = { factor = 0 OR = { trait = temperate trait = gluttonous } } add_trait = temperate }
					15 = { modifier = { factor = 0 OR = { trait = greedy trait = charitable } } add_trait = greedy }
				}
			}
			# One additional lesson may come directly from the tutor's own character at the end of the foundational stage.
			if = {
				limit = { age = 10 }
				random_list = {
					65 = { }
					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_ch_faith }
			set_character_flag = ze_stage1_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
				}
			}
			# FAITH: learning through literacy, scripture, theology and law.
			if = {
				limit = { age = 10 }
				random_list = {
					20 = { }
					35 = { modifier = { factor = 0 OR = { trait = zealous trait = cynical } } add_trait = zealous }
					25 = { modifier = { factor = 0 OR = { trait = patient trait = wroth } } add_trait = patient }
					20 = { modifier = { factor = 0 OR = { trait = diligent trait = slothful } } add_trait = diligent }
				}
			}
			# One additional lesson may come directly from the tutor's own character at the end of the foundational stage.
			if = {
				limit = { age = 10 }
				random_list = {
					65 = { }
					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
					}
				}
			}
		}
		if = {
			limit = { has_focus = focus_ch_heritage }
			set_character_flag = ze_stage1_heritage
		}
		# Vanilla Faith/Heritage culture and religion conversion logic retained unchanged.
				# Culture / Religion swap from focus
				if = {
					limit = { 
						OR = {
							has_focus = focus_ch_heritage
							has_character_modifier = house_arrest
						}
						NOT = {
							educator = {
								religion = ROOT
								culture = ROOT
							}
						}
					}
					random_list = {
						30 = {
							random_list = {
								50 = {
									if = {
										limit = {
											NOT = { 
												educator = {
													religion = ROOT
												}
											}
										}
										educator = { long_character_event = { id = ZE.2113 days = 20 random = 200 } }
									}
									if = {
										limit = {
											NOR = {
												mother = { is_nomadic = yes }
												father = { is_nomadic = yes }
												any_sibling = { is_nomadic = yes }
												educator = {
													culture = ROOT
												}
											}
										}
										educator = { long_character_event = { id = ZE.2123 days = 300 random = 100 } }
									}
								}
								50 = {
									if = {
										limit = {
											NOR = {
												mother = { is_nomadic = yes }
												father = { is_nomadic = yes }
												any_sibling = { is_nomadic = yes }
												educator = {
													culture = ROOT
												}
											}
										}
										educator = { long_character_event = { id = ZE.2123 days = 20 random = 200 } }
									}
									if = {
										limit = {
											NOT = { 
												educator = {
													religion = ROOT
												}
											}
										}
										educator = { long_character_event = { id = ZE.2113 days = 300 random = 100 } }
									}
								}
							}
						}
						30 = {
							modifier = {
								age = 8
								factor = 0.5
							}
							modifier = {
								age = 10
								factor = 0
							}
						}
					}
				}
				if = {
					limit = {
						has_focus = focus_ch_faith
						NOT = {
							educator = {
								religion = ROOT
							}
						}
					}
					random_list = {
						30 = {
							educator = { long_character_event = { id = ZE.2103 days = 45 random = 400 } }
						}
						30 = {
							modifier = {
								age = 8
								factor = 0.5
							}
							modifier = {
								age = 10
								factor = 0
							}
						}
					}
				}
	}
}

#############################################
# Stage transition at age 12                 #
#############################################
# Vanilla hook preserved: ZE.12998. Instead of clearing childhood-trait
# flags, it locks the foundational curriculum and records whether those
# first six years were strong enough to deserve a level-II trait if the
# child later changes fields.
long_character_event = {
	id = ZE.12998
	hide_window = yes
	is_triggered_only = yes
	trigger = {
		has_dlc = "Zeus"
		NOT = { has_character_flag = ze_foundation_locked }
	}
	immediate = {
		# If the childhood focus still exists on the 12th birthday, let it override the last pulse's remembered track.
		if = { limit = { has_focus = focus_ch_struggle }
			clr_character_flag = ze_stage1_diplomacy clr_character_flag = ze_stage1_martial clr_character_flag = ze_stage1_stewardship clr_character_flag = ze_stage1_intrigue clr_character_flag = ze_stage1_learning clr_character_flag = ze_stage1_heritage
			set_character_flag = ze_stage1_martial
		}
		if = { limit = { has_focus = focus_ch_pride }
			clr_character_flag = ze_stage1_diplomacy clr_character_flag = ze_stage1_martial clr_character_flag = ze_stage1_stewardship clr_character_flag = ze_stage1_intrigue clr_character_flag = ze_stage1_learning clr_character_flag = ze_stage1_heritage
			set_character_flag = ze_stage1_martial
		}
		if = { limit = { has_focus = focus_ch_humility }
			clr_character_flag = ze_stage1_diplomacy clr_character_flag = ze_stage1_martial clr_character_flag = ze_stage1_stewardship clr_character_flag = ze_stage1_intrigue clr_character_flag = ze_stage1_learning clr_character_flag = ze_stage1_heritage
			set_character_flag = ze_stage1_diplomacy
		}
		if = { limit = { has_focus = focus_ch_etiquette }
			clr_character_flag = ze_stage1_diplomacy clr_character_flag = ze_stage1_martial clr_character_flag = ze_stage1_stewardship clr_character_flag = ze_stage1_intrigue clr_character_flag = ze_stage1_learning clr_character_flag = ze_stage1_heritage
			set_character_flag = ze_stage1_diplomacy
		}
		if = { limit = { has_focus = focus_ch_duty }
			clr_character_flag = ze_stage1_diplomacy clr_character_flag = ze_stage1_martial clr_character_flag = ze_stage1_stewardship clr_character_flag = ze_stage1_intrigue clr_character_flag = ze_stage1_learning clr_character_flag = ze_stage1_heritage
			set_character_flag = ze_stage1_intrigue
		}
		if = { limit = { has_focus = focus_ch_thrift }
			clr_character_flag = ze_stage1_diplomacy clr_character_flag = ze_stage1_martial clr_character_flag = ze_stage1_stewardship clr_character_flag = ze_stage1_intrigue clr_character_flag = ze_stage1_learning clr_character_flag = ze_stage1_heritage
			set_character_flag = ze_stage1_stewardship
		}
		if = { limit = { has_focus = focus_ch_faith }
			clr_character_flag = ze_stage1_diplomacy clr_character_flag = ze_stage1_martial clr_character_flag = ze_stage1_stewardship clr_character_flag = ze_stage1_intrigue clr_character_flag = ze_stage1_learning clr_character_flag = ze_stage1_heritage
			set_character_flag = ze_stage1_learning
		}
		if = { limit = { has_focus = focus_ch_heritage }
			clr_character_flag = ze_stage1_diplomacy clr_character_flag = ze_stage1_martial clr_character_flag = ze_stage1_stewardship clr_character_flag = ze_stage1_intrigue clr_character_flag = ze_stage1_learning clr_character_flag = ze_stage1_heritage
			set_character_flag = ze_stage1_heritage
		}
		# Lock the stage-one track for the final education calculation.
		if = { limit = { has_character_flag = ze_stage1_diplomacy } set_character_flag = ze_foundation_diplomacy }
		if = { limit = { has_character_flag = ze_stage1_martial } set_character_flag = ze_foundation_martial }
		if = { limit = { has_character_flag = ze_stage1_stewardship } set_character_flag = ze_foundation_stewardship }
		if = { limit = { has_character_flag = ze_stage1_intrigue } set_character_flag = ze_foundation_intrigue }
		if = { limit = { has_character_flag = ze_stage1_learning } set_character_flag = ze_foundation_learning }
		if = { limit = { has_character_flag = ze_stage1_heritage } set_character_flag = ze_foundation_heritage }
		clr_character_flag = ze_foundation_quality_2
		if = {
			limit = { has_character_flag = ze_foundation_diplomacy }
			random_list = {
				50 = {
					modifier = { factor = 1.75 NOT = { educator = { diplomacy = 8 } } }
					modifier = { factor = 1.40 trait = slothful }
					modifier = { factor = 1.30 trait = dull }
					clr_character_flag = ze_foundation_quality_2
				}
				50 = {
					modifier = { factor = 0.50 NOT = { educator = { diplomacy = 8 } } }
					modifier = { factor = 1.35 educator = { diplomacy = 12 } }
					modifier = { factor = 1.35 educator = { diplomacy = 16 } }
					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 = 0.60 educator = { trait = slothful } }
					modifier = { factor = 1.25 diplomacy = 7 }
					modifier = { factor = 1.25 OR = { is_smart_trigger = yes trait = diligent } }
					modifier = { factor = 0.60 trait = slothful }
					set_character_flag = ze_foundation_quality_2
				}
			}
		}
		if = {
			limit = { has_character_flag = ze_foundation_martial }
			random_list = {
				50 = {
					modifier = { factor = 1.75 NOT = { educator = { martial = 8 } } }
					modifier = { factor = 1.40 trait = slothful }
					modifier = { factor = 1.30 trait = dull }
					clr_character_flag = ze_foundation_quality_2
				}
				50 = {
					modifier = { factor = 0.50 NOT = { educator = { martial = 8 } } }
					modifier = { factor = 1.35 educator = { martial = 12 } }
					modifier = { factor = 1.35 educator = { martial = 16 } }
					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 = 0.60 educator = { trait = slothful } }
					modifier = { factor = 1.25 martial = 7 }
					modifier = { factor = 1.25 OR = { is_smart_trigger = yes trait = diligent } }
					modifier = { factor = 0.60 trait = slothful }
					set_character_flag = ze_foundation_quality_2
				}
			}
		}
		if = {
			limit = { has_character_flag = ze_foundation_stewardship }
			random_list = {
				50 = {
					modifier = { factor = 1.75 NOT = { educator = { stewardship = 8 } } }
					modifier = { factor = 1.40 trait = slothful }
					modifier = { factor = 1.30 trait = dull }
					clr_character_flag = ze_foundation_quality_2
				}
				50 = {
					modifier = { factor = 0.50 NOT = { educator = { stewardship = 8 } } }
					modifier = { factor = 1.35 educator = { stewardship = 12 } }
					modifier = { factor = 1.35 educator = { stewardship = 16 } }
					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 = 0.60 educator = { trait = slothful } }
					modifier = { factor = 1.25 stewardship = 7 }
					modifier = { factor = 1.25 OR = { is_smart_trigger = yes trait = diligent } }
					modifier = { factor = 0.60 trait = slothful }
					set_character_flag = ze_foundation_quality_2
				}
			}
		}
		if = {
			limit = { has_character_flag = ze_foundation_intrigue }
			random_list = {
				50 = {
					modifier = { factor = 1.75 NOT = { educator = { intrigue = 8 } } }
					modifier = { factor = 1.40 trait = slothful }
					modifier = { factor = 1.30 trait = dull }
					clr_character_flag = ze_foundation_quality_2
				}
				50 = {
					modifier = { factor = 0.50 NOT = { educator = { intrigue = 8 } } }
					modifier = { factor = 1.35 educator = { intrigue = 12 } }
					modifier = { factor = 1.35 educator = { intrigue = 16 } }
					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 = 0.60 educator = { trait = slothful } }
					modifier = { factor = 1.25 intrigue = 7 }
					modifier = { factor = 1.25 OR = { is_smart_trigger = yes trait = diligent } }
					modifier = { factor = 0.60 trait = slothful }
					set_character_flag = ze_foundation_quality_2
				}
			}
		}
		if = {
			limit = { has_character_flag = ze_foundation_learning }
			random_list = {
				50 = {
					modifier = { factor = 1.75 NOT = { educator = { learning = 8 } } }
					modifier = { factor = 1.40 trait = slothful }
					modifier = { factor = 1.30 trait = dull }
					clr_character_flag = ze_foundation_quality_2
				}
				50 = {
					modifier = { factor = 0.50 NOT = { educator = { learning = 8 } } }
					modifier = { factor = 1.35 educator = { learning = 12 } }
					modifier = { factor = 1.35 educator = { learning = 16 } }
					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 = 0.60 educator = { trait = slothful } }
					modifier = { factor = 1.25 learning = 7 }
					modifier = { factor = 1.25 OR = { is_smart_trigger = yes trait = diligent } }
					modifier = { factor = 0.60 trait = slothful }
					set_character_flag = ze_foundation_quality_2
				}
			}
		}
		set_character_flag = ze_foundation_locked
	}
}

#############################################
# Childhood imprisonment                     #
#############################################
# Vanilla hook preserved: ZE.12200. Dungeon/oubliette time already blocks
# the normal childhood pulse; this also records the educational disruption
# and allows believable negative development without recreating Timid,
# Brooding, Indolent, etc.
long_character_event = {
	id = ZE.12200
	hide_window = yes
	is_triggered_only = yes
	only_capable = yes
	prisoner = yes
	trigger = {
		has_dlc = "Zeus"
		OR = { has_character_modifier = the_oubliette has_character_modifier = the_dungeon }
	}
	immediate = {
		set_character_flag = ze_education_disrupted
		random_list = {
			55 = { }
			15 = { modifier = { factor = 0 OR = { trait = shy trait = gregarious } } add_trait = shy }
			15 = { modifier = { factor = 0 trait = paranoid } add_trait = paranoid }
			10 = { modifier = { factor = 0 trait = stressed } add_trait = stressed }
			5 = { modifier = { factor = 0 OR = { trait = dull trait = shrewd } } add_trait = dull }
		}
	}
}

# Compatibility hooks for old dungeon chains in existing saves.
long_character_event = { id = ZE.12219 hide_window = yes is_triggered_only = yes immediate = { if = { limit = { has_character_modifier = pet_rat_dungeon } remove_character_modifier = pet_rat_dungeon } } }

#############################################
# Vanilla culture/religion and ward-decision events retained
#############################################
long_character_event = {
	id = ZE.2103
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		if = { 
			limit = {
				OR = {
					NOT = { FROM = { educator = { character = ROOT } } }
					religion = FROM
				}
			}
			break = yes
		}
		save_event_target_as = target_educator
		FROM = { save_event_target_as = target_child }
		long_character_event = { id = ZE.2100 }
	}
}

# Faith focus - Child adopts Educators religion
long_character_event = {
	id = ZE.2100
	desc = EVTDESC_ZE_2100
	picture = GFX_cr_evt_guardian
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	#trigger = {
	#	NOT = { religion = FROM }
	#}
	
	option = {
		name = EVTOPTA_ZE_2100
		ai_chance = { factor = 100 }
		tooltip = {
			reverse_religion = event_target:target_child
		}
		event_target:target_child = { long_character_event = { id = ZE.2101} }
	}
	
	option = {
		name = EVTOPTB_ZE_2100
		ai_chance = { factor = 0 }
	}
}

long_character_event = {
	id = ZE.2101
	desc = EVTDESC_ZE_2101
	picture = GFX_cr_evt_guardian
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	trigger = { 
		NOT = { religion = event_target:target_educator }
	}
	
	option = {
		name = EVTOPTA_ZE_2101
		ai_chance = { factor = 100 }
		religion = event_target:target_educator
		hidden_tooltip = {
			if = {
				limit = {
					liege = {
						NOR = {
							character = event_target:target_educator
							character = ROOT
						}
					}
				}
				liege = { long_character_event = { id = ZE.2102 } }
			}
		}
	}
	
	option = {
		name = EVTOPTB_ZE_2101
		ai_chance = { factor = 0 }
		prestige = -5
	}
}

long_character_event = {
	id = ZE.2102
	desc = EVTDESC_ZE_2102
	picture = GFX_cr_evt_library
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZE_2102
		tooltip = {
			FROM = {
				religion = ROOT_FROMFROM
			}
		}
	}
}

long_character_event = {
	id = ZE.2113
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		if = { 
			limit = {
				OR = {
					NOT = { FROM = { educator = { character = ROOT } } }
					religion = FROM
				}
			}
			break = yes
		}
		save_event_target_as = target_educator
		FROM = { save_event_target_as = target_child }
		long_character_event = { id = ZE.2110 }
	}
}

# Heritage focus - Child adopts Educators religion
long_character_event = {
	id = ZE.2110
	desc = EVTDESC_ZE_2100
	picture = GFX_cr_evt_guardian
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZE_2100
		ai_chance = { factor = 100 }
		tooltip = {
			reverse_religion = event_target:target_child
		}
		event_target:target_child = { long_character_event = { id = ZE.2111 } } 
	}
	
	option = {
		name = EVTOPTB_ZE_2100
		ai_chance = { factor = 0 }
	}
}

long_character_event = {
	id = ZE.2111
	desc = EVTDESC_ZE_2101
	picture = GFX_cr_evt_guardian
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	trigger = { 
		NOT = { religion = event_target:target_educator }
	}
	
	option = {
		name = EVTOPTA_ZE_2101
		ai_chance = { factor = 100 }
		religion = event_target:target_educator
		hidden_tooltip = {
			if = {
				limit = {
					liege = {
						NOR = {
							character = event_target:target_educator
							character = ROOT
						}
					}
				}
				liege = { long_character_event = { id = ZE.2112 } }
			}
		}
	}
	
	option = {
		name = EVTOPTB_ZE_2101
		ai_chance = { factor = 0 }
		prestige = -5
	}
}

long_character_event = {
	id = ZE.2112
	desc = EVTDESC_ZE_2102
	picture = GFX_cr_evt_library
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZE_2102
		tooltip = {
			FROM = {
				religion = ROOT_FROMFROM
			}
		}
	}
}

long_character_event = {
	id = ZE.2123
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		if = { 
			limit = {
				OR = {
					NOT = { FROM = { educator = { character = ROOT } } }
					culture = FROM
				}
			}
			break = yes
		}
		save_event_target_as = target_educator
		FROM = { save_event_target_as = target_child }
		long_character_event = { id = ZE.2120 }
	}
}

# Heritage focus - Child adopts Educators Culture
long_character_event = {
	id = ZE.2120
	desc = EVTDESC_ZE_2120
	picture = GFX_cr_evt_guardian
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZE_2120
		ai_chance = { factor = 100 }
		custom_tooltip = {
			text = EVTOPTA_ZE_2120
			reverse_culture = event_target:target_child
		}
		event_target:target_child = { long_character_event = { id = ZE.2121 } }
	}
	
	option = {
		name = EVTOPTB_ZE_2120
		ai_chance = { factor = 0 }
	}
}

long_character_event = {
	id = ZE.2121
	desc = EVTDESC_ZE_2121
	picture = GFX_cr_evt_guardian
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes
	
	trigger = { 
		NOT = { culture = event_target:target_educator }
	}
	
	option = {
		name = EVTOPTA_ZE_2121
		ai_chance = { factor = 100 }
		culture = event_target:target_educator
		hidden_tooltip = {
			if = {
				limit = {
					liege = {
						NOR = {
							character = event_target:target_educator
							character = ROOT
						}
					}
				}
				liege = { long_character_event = { id = ZE.2122 } }
			}
		}
	}
	
	option = {
		name = EVTOPTB_ZE_2121
		ai_chance = { factor = 0 }
		prestige = -5
	}
}

long_character_event = {
	id = ZE.2122
	desc = EVTDESC_ZE_2122
	picture = GFX_cr_evt_noble_in_castle
	border = GFX_event_normal_frame_diplomacy
	
	is_triggered_only = yes

	option = {
		name = EVTOPTA_ZE_2122
		tooltip = {
			FROM = {
				culture = ROOT_FROMFROM
			}
		}
	}
}

# Fired from targeted decision to ask allowance to swap wards culture/religion
letter_event = {
	id = ZE.2130
	desc = EVTDESC_ZE_2130
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes
	
	show_from_from = yes
	
	immediate = {
		save_event_target_as = target_liege
		FROM = { save_event_target_as = target_ward }
		FROMFROM = { save_event_target_as = target_guardian }
	}
	
	option = {
		name = EVTOPTA_ZE_2130
		ai_chance = {
			factor = 100	# AI always accepts
		}
		
		tooltip = {
			event_target:target_ward = {
				set_focus = focus_ch_heritage
			}
		}
		hidden_tooltip = {
			event_target:target_guardian = {
				letter_event = { id = ZE.2131 }
			}
		}
	}
	
	option = {
		name = EVTOPTB_ZE_2130
		ai_chance = {
			factor = 0
		}
		if = {
			limit = {
				opinion = {
					who = event_target:target_guardian
					value = 25
				}
			}
			tooltip = {
				reverse_opinion = {
					who = event_target:target_guardian
					modifier = opinion_insulted
					years = 2
				}
			}
		}
		hidden_tooltip = {
			event_target:target_guardian = {
				letter_event = { id = ZE.2132 }
			}
		}
	}
}

letter_event = {
	id = ZE.2131
	desc = EVTDESC_ZE_2131
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZE_2131
		event_target:target_ward = {
			hidden_tooltip = {
				clear_focus = yes
			}
			set_focus = focus_ch_heritage
		}
	}
}

letter_event = {
	id = ZE.2132
	desc = {
		text = EVTDESCA_ZE_2132
		trigger = {
			has_character_flag = ZE_2132_DIPLOMATIC_RESPONSE
		}
	}
	desc = {
		text = EVTDESCB_ZE_2132
		trigger = {
			has_character_flag = ZE_2132_OFFENDED_RESPONSE
		}
	}
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				reverse_opinion = {
					who = event_target:target_liege
					value = 25
				}
			}
			set_character_flag = ZE_2132_DIPLOMATIC_RESPONSE
			break = yes
		}
		set_character_flag = ZE_2132_OFFENDED_RESPONSE
	}
	
	option = {
		name = EVTOPTA_ZE_2132
		trigger = {
			has_character_flag = ZE_2132_DIPLOMATIC_RESPONSE
		}
		clr_character_flag = ZE_2132_DIPLOMATIC_RESPONSE
		clr_character_flag = ZE_2132_OFFENDED_RESPONSE
	}
	
	option = {
		name = EVTOPTB_ZE_2132
		trigger = {
			has_character_flag = ZE_2132_OFFENDED_RESPONSE
		}
		opinion = {
			who = event_target:target_liege
			modifier = opinion_insulted
			years = 2
		}
		clr_character_flag = ZE_2132_DIPLOMATIC_RESPONSE
		clr_character_flag = ZE_2132_OFFENDED_RESPONSE
	}
}

# Fired from targeted decision to ask allowance to change ward's focus to faith
letter_event = {
	id = ZE.2140
	desc = EVTDESC_ZE_2140
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes
	
	show_from_from = yes
	
	immediate = {
		save_event_target_as = target_liege
		FROM = { save_event_target_as = target_ward }
		FROMFROM = { save_event_target_as = target_guardian }
	}
	
	option = {
		name = EVTOPTA_ZE_2130
		ai_chance = {
			factor = 100	# AI always accepts
		}
		
		tooltip = {
			event_target:target_ward = {
				set_focus = focus_ch_faith
			}
		}
		hidden_tooltip = {
			event_target:target_guardian = {
				letter_event = { id = ZE.2141 }
			}
		}
	}
	
	option = {
		name = EVTOPTB_ZE_2130
		ai_chance = {
			factor = 0
		}
		if = {
			limit = {
				opinion = {
					who = event_target:target_guardian
					value = 25
				}
			}
			tooltip = {
				reverse_opinion = {
					who = event_target:target_guardian
					modifier = opinion_insulted
					years = 2
				}
			}
		}
		hidden_tooltip = {
			event_target:target_guardian = {
				letter_event = { id = ZE.2142 }
			}
		}
	}
}

letter_event = {
	id = ZE.2141
	desc = EVTDESC_ZE_2141
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes
	
	option = {
		name = EVTOPTA_ZE_2131
		event_target:target_ward = {
			hidden_tooltip = {
				clear_focus = yes
			}
			set_focus = focus_ch_faith
		}
	}
}

letter_event = {
	id = ZE.2142
	desc = {
		text = EVTDESCA_ZE_2132
		trigger = {
			has_character_flag = ZE_2142_DIPLOMATIC_RESPONSE
		}
	}
	desc = {
		text = EVTDESCB_ZE_2142
		trigger = {
			has_character_flag = ZE_2142_OFFENDED_RESPONSE
		}
	}
	border = GFX_event_letter_frame_diplomacy
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				reverse_opinion = {
					who = event_target:target_liege
					value = 25
				}
			}
			set_character_flag = ZE_2142_DIPLOMATIC_RESPONSE
			break = yes
		}
		set_character_flag = ZE_2142_OFFENDED_RESPONSE
	}
	
	option = {
		name = EVTOPTA_ZE_2132
		trigger = {
			has_character_flag = ZE_2142_DIPLOMATIC_RESPONSE
		}
		clr_character_flag = ZE_2142_DIPLOMATIC_RESPONSE
		clr_character_flag = ZE_2142_OFFENDED_RESPONSE
	}
	
	option = {
		name = EVTOPTB_ZE_2132
		trigger = {
			has_character_flag = ZE_2142_OFFENDED_RESPONSE
		}
		opinion = {
			who = event_target:target_liege
			modifier = opinion_insulted
			years = 2
		}
		clr_character_flag = ZE_2142_DIPLOMATIC_RESPONSE
		clr_character_flag = ZE_2142_OFFENDED_RESPONSE
	}
}
