﻿namespace = military_career


# Events about the military_career Guard
	# military_career.0001 - Find a potential military_career and fire chain
	# military_career.0002 - Event for the liege of the military_career candidate
	# military_career.0003 - Emperor gets a new military_career
	# military_career.1001 - military_career decides to return
	# military_career.1002 - military_career comes home to liege

	# Ongoing military_career events
	# military_career.2003 - Become Friends with a local ruler
	# military_career.2004 - Become Rivals with a local ruler
	# military_career.2008 - Get wounded
	# military_career.2011 - Become lover with a local
	# military_career.2012 - Increase Prowess
	# military_career.2013 - Increase Martial
	
	
	
	
	# military_career.2001 - Become Best Friends with another military_career
	# military_career.2002 - Become Lover with a fellow military_career
	# military_career.2005 - Marry your lover
	# military_career.2014 - Increase Learning
	# military_career.2015 - Increase Diplomacy
	
	# military_career.2016 - Become Brave
	# military_career.2017 - Become Ambitious
	# military_career.2018 - Become Diligent

# Evaluate whether the target is valid for military_careers
scripted_trigger AI_wants_military_career_trigger = {
	is_ai = yes
	ai_energy > very_high_negative_ai_value
	OR = {
		has_education_martial_trigger = yes
		has_martial_lifestyle_trait_trigger = yes
		martial >= medium_skill_rating
		prowess >= medium_skill_rating
		ai_greed >= very_high_positive_ai_value
		ai_boldness >= very_high_positive_ai_value
		ai_honor >= very_high_positive_ai_value
		AND = {
			has_dynasty = yes
			martial >= mediocre_skill_rating
			OR = {
				is_ruler = yes
				house = liege.house
				dynasty = { dynasty_prestige_level >= low_dynasty_prestige_level }
			}
		}
	}
	NOR = {
		faith = {
			has_doctrine_parameter = pacifist_opinion_active
		}
		has_trait = craven		
	}
}

military_career.0001 = {
	hidden = yes

	trigger = {
		OR = {
			has_government = imperial_government
			top_liege = { has_government = imperial_government }
		}	
		# NOT = {
			# has_character_flag = had_recent_military_career_sendoff
		# }
		is_at_war = no
		OR = {
			AND = {
				eligible_for_military_career_trigger = yes
				AI_wants_military_career_trigger = yes
			}
			any_courtier = {
				eligible_for_military_career_trigger = yes
				AI_wants_military_career_trigger = yes
			}
		}	
	}

	immediate = {
		if = { #check self first
			limit = {
				eligible_for_military_career_trigger = yes
				AI_wants_military_career_trigger = yes
			}
			add_character_flag = { flag = has_asked_for_military_career years = 5 }
			save_scope_as = military_career_candidate
		}
		else = {
			# Find a suitable courtier
			random_courtier = {
				limit = {
					eligible_for_military_career_trigger = yes
					AI_wants_military_career_trigger = yes
				}
				weight = {
					base = 1
					
					modifier = {
						add = 3
						is_child_of = root
					}
					compare_modifier = {
						value = martial
						multiplier = 0.25
					}
					compare_modifier = {
						value = prowess
						multiplier = 0.5
					}
					modifier = {
						add = 5
						OR = {
							has_trait = brave
							has_trait = arrogant
						}
					}
					modifier = {
						add = -1
						has_trait = content
					}
					modifier = {
						add = -1
						has_trait = lazy
					}
					modifier = {
						add = -1
						has_trait = craven
					}
					modifier = {
						add = 3
						is_of_major_interest_to_root_trigger = yes
					}
					modifier = {
						add = 2
						is_of_minor_interest_to_root_trigger = yes
					}
					modifier = {
						add = 1
						exists = dynasty
					}
					# Reduce chances if they seem likely to inherit stuff soon
					modifier = {
						factor = 0.2
						any_heir_title = {
							holder = {
								this = root
								OR = {
									age >= 60
									health <= poor_health
								}
							}
						}
					}
				}
				add_character_flag = { flag = has_asked_for_military_career years = 5 }
				save_scope_as = military_career_candidate
			}
		}	
		
		if = { #check candidate found
			limit = { exists = scope:military_career_candidate }
			top_liege = { #find destination court
				random_vassal_or_below = {
					limit = { 
						has_government = military_command
						highest_held_title_tier >= tier_county
						NOT = { this = root }
					}
					save_scope_as = military_host
				}
			}
			if = {
				limit = { NOT = { scope:military_host = { always = yes } } }
				top_liege = { save_scope_as = military_host }
			}
			

			# Send event to court owner
			trigger_event = military_career.0002
		}	
	}
}


# military_career requests permission to leave
military_career.0002 = {
	type = character_event
	title = military_career.0002.t
	desc =  military_career.0002.desc
	theme = martial
	left_portrait = scope:military_career_candidate
	lower_right_portrait = scope:military_host

	immediate = {
	}
	
	option = { # Approve
		name = military_career.0002.a
		show_as_tooltip = {
			scope:military_career_candidate = {
				visit_court_of = scope:military_host
			}
		}
		hidden_effect = {
			scope:military_host = {
				trigger_event = military_career.0003
			}
		}
		debug_log = "Someone got sent as a military_career"
		debug_log_scopes = yes
		ai_chance = {
			base = 100
		}
	}

	option = { # Keep them
		name = military_career.0002.b
		scope:military_career_candidate = {
			add_opinion = {
				target = root
				modifier = angry_opinion
				opinion = -20
			}
		}
		ai_chance = {
			base = 0
		}
	}
}

# Military commander gets a new military_career
military_career.0003 = {
	hidden = yes

	immediate = {
		send_interface_message = {
			type = event_martial_text_good
			left_icon = scope:military_career_candidate
			title = military_career_arrived.title
			desc = military_career_arrived.desc
			add_visiting_courtier = scope:military_career_candidate
			scope:military_career_candidate = {
				add_character_flag = is_currently_military_career
				set_variable = {
					name = years_as_military_career
					value = 1 # Set to one year ahead of time for the sake of event evaluation
				}
				trigger_event = {
					on_action = military_career_ongoing
					days = { 340 380 }
				}
			}
		}
	}
}


# Return home eventually
scripted_trigger military_career_1001_partner_can_be_brought_home_trigger = {
	is_alive = yes
	is_landed = no
	any_heir_title = {
		always = no
	}
}

military_career.1001 = {
	hidden = yes

	trigger = {
		OR = {
			is_ruler = yes
			exists = liege
		}	
		var:years_as_military_career >= 3
	}

	weight_multiplier = {
		base = 1
		
		modifier = {
			add = {
				value = var:years_as_military_career
				subtract = 5
				multiply = 0.25
			}
			always = yes
		}
		modifier = {
			add = {
				value = martial
				subtract = 9
				multiply = 0.15
			}
			martial >= 10
		}
		modifier = {
			add = {
				value = martial
				subtract = 8
				multiply = 0.15
				min = 0.2
			}
			martial < 8
		}
	}

	immediate = {
		if = {
			limit = {
				exists = var:spouse_from_military_career_guard
				var:spouse_from_military_career_guard = {
					military_career_1001_partner_can_be_brought_home_trigger = yes
					is_consort_of = root
				}
			}
			var:spouse_from_military_career_guard = {
				save_scope_as = new_partner
			}
		}
		else_if = {
			limit = {
				exists = var:lover_from_military_career_guard
				var:lover_from_military_career_guard = {
					military_career_1001_partner_can_be_brought_home_trigger = yes
					has_relation_lover = root
				}
			}
			var:lover_from_military_career_guard = {
				save_scope_as = new_partner
			}
		}
		remove_character_flag = is_currently_military_career
		save_scope_as = returning_military_career
		if = {
			limit = { 
				exists = host
				NOT = { host = root.liege }
				NOT = { host = root }
			}
			host = {
				save_scope_as = military_host
			}
		}
		if = {
			limit = { is_ruler = yes }
			trigger_event = military_career.1002
		}	
		else = {
			liege = {
				trigger_event = military_career.1002
			}
		}	
	}
}

# Liege - military_career returns home
military_career.1002 = {
	type = character_event
	title = military_career.1002.t
	desc = {
		first_valid = {
			triggered_desc = {
				trigger = { root = scope:returning_military_career }
				desc = military_career.1002.self
			}
			desc = {
				desc = military_career.1002.opening
				triggered_desc = {
					trigger = {
						exists = scope:new_partner
					}
					desc = military_career.1002.new_partner
				}
				desc = military_career.1002.ending
			}
		}	
	}
	theme = martial
	left_portrait = {
		character = scope:returning_military_career
		animation = pride
	}
	lower_left_portrait = scope:new_partner
	lower_right_portrait = scope:military_host
	
	immediate = {
		scope:returning_military_career = {
			return_to_court = yes
		}
		hidden_effect = {
			if = {
				limit = {
					exists = scope:new_partner
					NOT = { scope:new_partner = { is_courtier_of = root } }
				}
				scope:returning_military_career.court_owner = {
					add_courtier = scope:new_partner
				}
			}
		}
		debug_log = "Someone got home from the military_career Guard"
		debug_log_scopes = yes
	}

	option = { 
		name = military_career.1002.a
		scope:returning_military_career = {
			add_character_modifier = imperial_military_rank_gained
			add_prestige = minor_prestige_gain
		}
	}
}


# Return home because of inheritance
# military_career.1003

# Liege - military_career has returned home to be vassal
# military_career.1004


# # Become friends with local military_career
# scripted_trigger military_career_2001_military_career_friend_trigger = {
	# has_character_flag = is_currently_military_career
	# is_ai = yes
	# NOR = {
		# this = root
		# has_relation_rival = root
		# has_relation_lover = root
	# }
# }

# military_career.2001 = {
	# hidden = yes

	# trigger = {
		# # Only if you don't have any friends
		# any_relation = {
			# type = best_friend
			# always = no
		# }
		# exists = host
		# host = {
			# any_courtier_or_guest = {
				# military_career_2001_military_career_friend_trigger = yes
			# }
		# }
	# }

	# immediate = {
		# host = {
			# random_courtier_or_guest = {
				# limit = {
					# military_career_2001_military_career_friend_trigger = yes
				# }
				# weight = {
					# base = 1
					# opinion_modifier = {
						# opinion_target = root
						# multiplier = 0.1 # +10 at 100
					# }
					# modifier = {
						# add = 10
						# OR = {
							# has_relation_potential_friend = root
							# has_relation_friend = root
						# }
					# }
				# }
				# save_scope_as = military_career_friend
			# }
		# }
		# set_relation_best_friend = scope:military_career_friend
	# }
# }

# # Become lover with a fellow military_career
# scripted_trigger military_career_2002_military_career_lover_trigger = {	
	# has_character_flag = is_currently_military_career
	# is_ai = yes
	# is_adult = yes
	# save_temporary_scope_as = potential_cheater
	# OR = {
		# is_married = no
		# any_spouse = {
			# count = all
			# save_temporary_scope_as = partner
			# scope:potential_cheater = { might_cheat_on_partner_trigger = { PARTNER = scope:partner } }
		# }
	# }
	# is_attracted_to_gender_of = root
	# root = {
		# is_attracted_to_gender_of = prev
	# }
	# NOR = {
		# this = root
		# has_relation_rival = root
		# has_relation_lover = root
	# }
	# opinion = {
		# target = root
		# value > 10
	# }
	# reverse_opinion = {
		# target = root
		# value > 0
	# }
# }

# military_career.2002 = {
	# hidden = yes

	# trigger = {
		# # Only if you don't have any lovers
		# any_relation = {
			# type = lover
			# always = no
		# }
		# exists = host
		# host = {
			# any_courtier_or_guest = {
				# military_career_2002_military_career_lover_trigger = yes
			# }
		# }
	# }

	# immediate = {
		# host = {
			# random_courtier_or_guest = {
				# limit = {
					# military_career_2002_military_career_lover_trigger = yes
				# }
				# weight = {
					# base = 1
					# opinion_modifier = {
						# opinion_target = root
						# multiplier = 0.1 # +10 at 100
					# }
					# modifier = {
						# add = 10
						# has_relation_potential_lover = root
					# }
				# }
				# save_scope_as = military_career_lover
			# }
		# }
		# set_relation_lover = scope:military_career_lover
		# set_variable = {
			# name = lover_from_military_career_guard
			# value = scope:military_career_lover
		# }
	# }
# }

# Become friends with local commander
scripted_trigger military_career_2003_local_ruler_friend_trigger = {	
	is_ai = yes
	OR = {
		has_government = military_command
		eligible_for_military_appointment_trigger = { APPOINTEE = root }
	}	
	opinion = {
		target = root
		value > 0
	}
	reverse_opinion = {
		target = root
		value > 0
	}
	NOR = {
		this = root
		has_relation_rival = root
		has_relation_lover = root
	}
}

military_career.2003 = {
	type = character_event
	title = military_career.2003.t
	desc = military_career.2003.desc
	theme = war
	right_portrait = {
		character = scope:military_career_friend
		animation = admiration
	}
	left_portrait = {
		character = root
		animation = admiration
	}

	trigger = {
		# Only if you don't have any friends
		any_relation = {
			type = friend
			always = no
		}
		OR = {
			host = { NOT = { this = root } }
			scope:military_host = { is_ruler = yes }
		}	
	}

	immediate = {
		host = {
			if = {
				limit = { NOT = { this = root } }
				if = {
					limit = { military_career_2003_local_ruler_friend_trigger = yes }
					add_to_list = potential_military_friends
				}
				every_courtier = {
					limit = { military_career_2003_local_ruler_friend_trigger = yes }
					add_to_list = potential_military_friends
				}
				every_vassal = {
					limit = { military_career_2003_local_ruler_friend_trigger = yes }
					add_to_list = potential_military_friends
				}
			}
		}
		scope:military_host = {
			if = {
				limit = { is_ruler = yes }
				if = {
					limit = { military_career_2003_local_ruler_friend_trigger = yes }
					add_to_list = potential_military_friends
				}
				every_courtier = {
					limit = { military_career_2003_local_ruler_friend_trigger = yes }
					add_to_list = potential_military_friends
				}
				every_vassal = {
					limit = { military_career_2003_local_ruler_friend_trigger = yes }
					add_to_list = potential_military_friends
				}
			}
		}
		
		random_in_list = {
			list = potential_military_friends
			limit = { is_alive = yes }
			weight = {
				base = 1
				opinion_modifier = {
					opinion_target = root
					multiplier = 0.1 # +10 at 100
				}
				modifier = {
					add = 10
					has_relation_potential_friend = root
				}
			}
			save_scope_as = military_career_friend
		}

		
	}
	
	option = {
		name = military_career.2003.a
		set_relation_friend = scope:military_career_friend
	}	
}

# Become rivals with local ruler
scripted_trigger military_career_2004_local_ruler_rival_trigger = {	
	is_ai = yes
	OR = {
		has_government = military_command
		eligible_for_military_appointment_trigger = { APPOINTEE = root }
	}
	opinion = {
		target = root
		value < 0
	}
	reverse_opinion = {
		target = root
		value < 0
	}
	NOR = {
		this = root
		has_relation_friend = root
		has_relation_lover = root
	}
}

military_career.2004 = {
	type = character_event
	title = military_career.2004.t
	desc = military_career.2004.desc
	theme = war
	right_portrait = {
		character = scope:military_career_friend
		animation = disgust
	}
	left_portrait = {
		character = root
		animation = disapproval
	}

	trigger = {
		# Only if you don't have any rival
		any_relation = {
			type = rival
			always = no
		}
		OR = {
			host = { NOT = { this = root } }
			scope:military_host = { is_ruler = yes }
		}	
	}

	immediate = {
		host = {
			if = {
				limit = { NOT = { this = root } }
				if = {
					limit = { military_career_2004_local_ruler_rival_trigger = yes }
					add_to_list = potential_military_rivals
				}
				every_courtier = {
					limit = { military_career_2004_local_ruler_rival_trigger = yes }
					add_to_list = potential_military_rivals
				}
				every_vassal = {
					limit = { military_career_2004_local_ruler_rival_trigger = yes }
					add_to_list = potential_military_rivals
				}
			}
		}
		scope:military_host = {
			if = {
				limit = { is_ruler = yes }
				if = {
					limit = { military_career_2004_local_ruler_rival_trigger = yes }
					add_to_list = potential_military_rivals
				}
				every_courtier = {
					limit = { military_career_2004_local_ruler_rival_trigger = yes }
					add_to_list = potential_military_rivals
				}
				every_vassal = {
					limit = { military_career_2004_local_ruler_rival_trigger = yes }
					add_to_list = potential_military_rivals
				}
			}
		}
		
		random_in_list = {
			list = potential_military_rivals
			limit = { is_alive = yes }
			weight = {
				base = 1
				opinion_modifier = {
					opinion_target = root
					multiplier = -0.1 # +10 at -100
				}
				modifier = {
					add = 10
					has_relation_potential_rival = root
				}
			}
			save_scope_as = military_career_friend
		}
		
	}
	option = {
		name = military_career.2004.a
		set_relation_rival = scope:military_career_friend
	}	
}

# # Marry Lover
# scripted_trigger military_career_2005_lover_to_marry = {
	# is_ai = yes
	# is_married = no
	# can_marry_character_trigger = {
		# CHARACTER = root
	# }
	# OR = {
		# is_in_the_same_court_as_or_guest = root
		# top_liege = root.host
		# AND = {
			# exists = host
			# host.top_liege = root.host
		# }
	# }
# }

# scripted_trigger military_career_2005_should_marry_this_character_matrilineally = {
	# is_female = yes
	# OR = {
		# AND = {
			# is_landed = yes
			# $OTHER_CHARACTER$ = { # Not if they are heir to anything
				# any_heir_title = {
					# always = no
				# }
			# }
		# }
		# AND = {
			# faith = {
				# has_doctrine = doctrine_gender_female_dominated
			# }
			# $OTHER_CHARACTER$ = {
				# faith = {
					# OR = {
						# has_doctrine = doctrine_gender_female_dominated
						# has_doctrine = doctrine_gender_equal
					# }
				# }
			# }
		# }
	# }
# }

# military_career.2005 = {
	# hidden = yes

	# trigger = {
		# is_married = no
		# any_relation = {
			# type = lover
			# military_career_2005_lover_to_marry = yes
		# }
	# }

	# immediate = {
		# random_relation = {
			# type = lover
			# limit = {
				# military_career_2005_lover_to_marry = yes
			# }
			# save_scope_as = lover_to_marry
		# }
		# if = {
			# limit = {
				# OR = {
					# military_career_2005_should_marry_this_character_matrilineally = { OTHER_CHARACTER = scope:lover_to_marry }
					# scope:lover_to_marry = {
						# military_career_2005_should_marry_this_character_matrilineally = { OTHER_CHARACTER = root }
					# }
				# }
			# }
			# marry_matrilineal = scope:lover_to_marry
		# }
		# else = {
			# marry = scope:lover_to_marry
		# }
		# set_variable = {
			# name = spouse_from_military_career_guard
			# value = scope:lover_to_marry
		# }
	# }
# }

# # Get Murdered
# # military_career.2006

# # Liege - notification they were murdered

# Get Wounded
military_career.2008 = {
	type = character_event
	title = military_career.2008.t
	desc = military_career.2008.desc
	theme = battle
	left_portrait = {
		character = root
		animation = war_over_win
	}

	trigger = {
		NOR = {
			has_trait = wounded
			has_character_flag = had_severe_injury_in_military_career_guard
		}
	}

	immediate = {
		add_character_flag = had_severe_injury_in_military_career_guard
		random_list = {
			10 = {
				add_trait = wounded_2
			}
			5 = {
				add_trait = wounded_3
			}
			5 = {
				trigger = {
					NOT = { has_trait = one_eyed }
				}
				add_trait = one_eyed
			}
			5 = {
				trigger = {
					NOT = { has_trait = one_legged }
				}
				add_trait = one_legged
			}
			2 = {
				trigger = {
					NOT = {
						has_trait = eunuch
						is_male = yes
					}
				}
				add_trait = eunuch
			}
			2 = {
				trigger = {
					NOT = {
						has_trait = blind
						is_male = yes
					}
				}
				add_trait = blind
			}
		}
	}
	
	option = {
		name = military_career.2008.a
	}	
}

# # Get Killed in battle
# # military_career.2009

# # Liege - notification they were killed
# # military_career.2010

# # Become lover with a local
# scripted_trigger military_career_2011_local_lover_trigger = {
	# is_ai = yes
	# is_adult = yes
	# is_attracted_to_gender_of = root
	# root = {
		# is_attracted_to_gender_of = prev
	# }
	# save_temporary_scope_as = potential_cheater
	# OR = {
		# is_married = no
		# any_spouse = {
			# count = all
			# save_temporary_scope_as = partner
			# scope:potential_cheater = { might_cheat_on_partner_trigger = { PARTNER = scope:partner } }
		# }
	# }
	# NOR = {
		# this = root
		# has_relation_rival = root
		# has_relation_lover = root
	# }
	# opinion = {
		# target = root
		# value > 10
	# }
	# reverse_opinion = {
		# target = root
		# value > 0
	# }
# }

# military_career.2011 = {
	# hidden = yes

	# trigger = {
		# exists = host
	# }

	# immediate = {
		# random_list = {
			# 10 = { # Find someone suitable
				# trigger = {
					# host = {
						# OR = {
							# military_career_2011_local_lover_trigger = yes
							# any_courtier = {
								# military_career_2011_local_lover_trigger = yes
							# }
							# any_vassal = {
								# military_career_2011_local_lover_trigger = yes
								# any_courtier = {
									# military_career_2011_local_lover_trigger = yes
								# }
							# }
						# }
					# }
				# }
				# host = {
					# if = {
						# limit = { military_career_2011_local_lover_trigger = yes }
						# add_to_list = potential_lover
					# }
					# every_courtier = {
						# limit = { military_career_2011_local_lover_trigger = yes }
						# add_to_list = potential_lover
					# }
					# every_vassal = {
						# if = {
							# limit = { military_career_2011_local_lover_trigger = yes }
							# add_to_list = potential_lover
						# }
						# every_courtier = {
							# limit = { military_career_2011_local_lover_trigger = yes }
							# add_to_list = potential_lover
						# }
					# }
				# }
				# random_in_list = {
					# list = potential_lover
					# weight = {
						# base = 1
						# modifier = {
							# add = 5
							# is_landed = no
						# }
					# }
					# save_scope_as = lover
				# }
			# }
			# 10 = { # Create a beautiful peasant
				# create_character = {
					# template = beautiful_peasant_character
					# age = { age_compared_to_root_minus_ten_always_adult age_compared_to_root_plus_ten_always_adult }
					# gender_female_chance = root_attraction_based_female_chance
					# employer = root.host
					# faith = root.host.faith
					# culture = root.host.culture
					# save_scope_as = lover
				# }
			# }
			# 10 = { # Create a noble
				# create_character = {
					# template = pool_repopulate_spouse
					# age = { age_compared_to_root_minus_ten_always_adult age_compared_to_root_plus_ten_always_adult }
					# gender_female_chance = root_attraction_based_female_chance
					# employer = root.host
					# faith = root.host.faith
					# culture = root.host.culture
					# dynasty = generate
					# save_scope_as = lover
				# }
			# }
			# 5 = { # Create a witch
				# create_character = {
					# template = witchy_template
					# age = { age_compared_to_root_minus_ten_always_adult age_compared_to_root_plus_ten_always_adult }
					# gender_female_chance = root_attraction_based_female_chance
					# employer = root.host
					# faith = root.host.faith
					# culture = root.host.culture
					# save_scope_as = lover
				# }
			# }
			# 5 = { # Create a witch with a Dyansty
				# create_character = {
					# template = witchy_template
					# age = { age_compared_to_root_minus_ten_always_adult age_compared_to_root_plus_ten_always_adult }
					# gender_female_chance = root_attraction_based_female_chance
					# employer = root.host
					# faith = root.host.faith
					# culture = root.host.culture
					# dynasty = generate
					# save_scope_as = lover
				# }
			# }
		# }
		# set_relation_lover = scope:lover
	# }
# }

# Increase Prowess
military_career.2012 = {	
	type = character_event
	title = military_career.2012.t
	desc = military_career.2012.desc.opening
	theme = battle
	left_portrait = {
		character = root
		animation = war_over_win
	}
	
	trigger = {
		NOT = { has_character_flag = military_career_recently_increased_prowess }
	}

	weight_multiplier = {
		base = 1
		compare_modifier = { # Reduce chance for each current Prowess over 15
			value = prowess
			multiplier = -0.1
			offset = -15
			trigger = {
				prowess > 15
			}
		}
	}

	option = {
		name = military_career.2012.a
		add_character_flag = {
			flag = military_career_recently_increased_prowess
			years = 2
		}
		add_prestige = miniscule_prestige_gain
		add_prowess_skill = 2
	}
}

# Increase Martial
military_career.2013 = {
	type = character_event
	title = military_career.2013.t
	desc = military_career.2013.desc.opening
	theme = battle
	left_portrait = {
		character = root
		animation = war_over_win
	}

	trigger = {
		NOT = { has_character_flag = military_career_recently_increased_martial }
	}

	weight_multiplier = {
		base = 1
		compare_modifier = { # Reduce chance for each current martial over 15
			value = martial
			multiplier = -0.1
			offset = -15
			trigger = {
				martial > 15
			}
		}
	}

	option = {
		name = military_career.2013.a
		add_character_flag = {
			flag = military_career_recently_increased_martial
			years = 2
		}
		add_prestige = miniscule_prestige_gain
		add_martial_skill = 1
	}
}

# # Increase Learning
# military_career.2014 = {
	# hidden = yes

	# trigger = {
		# NOT = { has_character_flag = military_career_recently_increased_learning }
	# }

	# weight_multiplier = {
		# base = 1
		# compare_modifier = { # Reduce chance for each current learning over 15
			# value = learning
			# multiplier = -0.1
			# offset = -15
			# trigger = {
				# learning > 15
			# }
		# }
	# }

	# immediate = {
		# add_character_flag = {
			# flag = military_career_recently_increased_learning
			# years = 2
		# }
		# add_learning_skill = 1
	# }
# }

# # Increase Diplomacy
# military_career.2015 = {
	# hidden = yes

	# trigger = {
		# NOT = { has_character_flag = military_career_recently_increased_diplomacy }
	# }

	# weight_multiplier = {
		# base = 1
		# compare_modifier = { # Reduce chance for each current diplomacy over 15
			# value = diplomacy
			# multiplier = -0.1
			# offset = -15
			# trigger = {
				# diplomacy > 15
			# }
		# }
	# }

	# immediate = {
		# add_character_flag = {
			# flag = military_career_recently_increased_diplomacy
			# years = 2
		# }
		# add_diplomacy_skill = 1
	# }
# }

# # Become Brave
# military_career.2016 = {
	# hidden = yes

	# trigger = {
		# OR = {
			# has_trait = craven
			# has_trait = lazy
			# has_trait = content
		# }
		# NOT = { has_trait = brave }
	# }

	# weight_multiplier = {
		# base = 1
	# }

	# immediate = {
		# if = {
			# limit = { has_trait = craven }
			# remove_trait = craven
		# }
		# else_if = {
			# limit = { has_trait = lazy }
			# remove_trait = lazy
		# }
		# else = {
			# limit = { has_trait = content }
			# remove_trait = content
		# }
		# add_trait = brave
	# }
# }

# # Become Ambitious
# military_career.2017 = {
	# hidden = yes

	# trigger = {
		# OR = {
			# has_trait = craven
			# has_trait = lazy
			# has_trait = content
		# }
		# NOT = { has_trait = ambitious }
	# }

	# weight_multiplier = {
		# base = 1
	# }

	# immediate = {
		# if = {
			# limit = { has_trait = content }
			# remove_trait = content
		# }
		# else_if = {
			# limit = { has_trait = lazy }
			# remove_trait = lazy
		# }
		# else = {
			# limit = { has_trait = craven }
			# remove_trait = craven
		# }
		# add_trait = ambitious
	# }
# }

# # Become Diligent
# military_career.2018 = {
	# hidden = yes

	# trigger = {
		# OR = {
			# has_trait = craven
			# has_trait = lazy
			# has_trait = content
		# }
		# NOT = { has_trait = diligent }
	# }

	# weight_multiplier = {
		# base = 1
	# }

	# immediate = {
		# if = {
			# limit = { has_trait = lazy }
			# remove_trait = lazy
		# }
		# else_if = {
			# limit = { has_trait = diligent }
			# remove_trait = diligent
		# }
		# else = {
			# limit = { has_trait = craven }
			# remove_trait = craven
		# }
		# add_trait = diligent
	# }
# }

# # Liege: military_career has died saving the Emeperor's life
	# # by Petter Vilberg
# military_career.3001 = {
	# type = character_event
	# title = military_career.3001.t
	# desc = military_career.3001.desc
	# theme = murder_scheme
	# left_portrait = scope:military_career
	# right_portrait = {
		# character = scope:emperor
		# animation = sadness
	# }

	# option = {
		# name = military_career.3001.a
		# add_gold = major_gold_value
	# }
# }

# # Emperor: military_careers are great fighters

