# Supported types:
# character, spouse, rivals, friends, liege_titles, vassal_titles, realm_titles, realm_characters, realm_characters_plus, independent_rulers

###############
# AMBITIONS
###############

# Job Ambitions

obj_become_chancellor = {
	type = character
	
	expectation_of_liege = yes
	
	potential = {
		independent = no
	}

	allow = {
		is_councillor = no
		can_be_chancellor_trigger = yes
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.1
			trait = shy
		}
		modifier = {
			factor = 0.25
			trait = slothful
		}
		modifier = {
			factor = 1.25
			from_ruler_dynasty = yes
		}
		modifier = {
			factor = 1.5
			trait = poet
		}
		modifier = {
			factor = 1.5
			trait = falconer
		}
		modifier = {
			factor = 1.5
			trait = gregarious
		}
		modifier = {
			factor = 2.0
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = naive_appeaser
		}
		modifier = {
			factor = 2.0
			trait = underhanded_rogue
		}
		modifier = {
			factor = 10.0
			OR = {
				trait = charismatic_negotiator
				trait = grey_eminence
			}
		}
		modifier = {
			factor = 1.25
			diplomacy = 10
		}
		modifier = {
			factor = 1.25
			diplomacy = 12
		}
		modifier = {
			factor = 1.25
			diplomacy = 14
		}
		modifier = {
			factor = 1.5
			diplomacy = 16
		}
	}
	success = {
		has_job_title = job_chancellor
	}
	abort = {
		OR = {
			AND = {
				is_councillor = yes
				NOT = { has_job_title = job_chancellor }
			}
			can_be_chancellor_trigger = no
		}
	}
	abort_effect = {
	}
	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = successful_council_ambition }
			}
			change_diplomacy = 1
		}
		opinion = {
			who = liege
			modifier = opinion_ambition_fulfilled
			years = 5
		}
		set_character_flag = successful_council_ambition
	}
	is_job_ambition=yes
}


obj_become_marshal = {
	type = character
	
	potential = {
		independent = no
	}
	
	allow = {
		is_councillor = no
		can_be_marshal_trigger = yes
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.1
			trait = craven
		}
		modifier = {
			factor = 0.25
			trait = slothful
		}
		modifier = {
			factor = 1.25
			from_ruler_dynasty = yes
		}
		modifier = {
			factor = 1.5
			trait = duelist
		}
		modifier = {
			factor = 1.5
			trait = hunter
		}
		modifier = {
			factor = 1.5
			trait = brave
		}
		modifier = {
			factor = 2.0
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = misguided_warrior
		}
		modifier = {
			factor = 2.0
			trait = tough_soldier
		}
		modifier = {
			factor = 10.0
			OR = {
				trait = skilled_tactician
				trait = brilliant_strategist
			}
		}
		modifier = {
			factor = 1.25
			martial = 10
		}
		modifier = {
			factor = 1.25
			martial = 12
		}
		modifier = {
			factor = 1.25
			martial = 14
		}
		modifier = {
			factor = 1.5
			martial = 16
		}
	}
	success = {
		has_job_title = job_marshal
	}
	abort = {
		OR = {
			AND = {
				is_councillor = yes
				NOT = { has_job_title = job_marshal }
			}
			can_be_marshal_trigger = no
		}
	}
	abort_effect = {
	}
	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = successful_council_ambition }
			}
			change_martial = 1
		}
		opinion = {
			who = liege
			modifier = opinion_ambition_fulfilled
			years = 5
		}
		set_character_flag = successful_council_ambition
	}
	is_job_ambition=yes
}


obj_become_treasurer = {
	type = character
	
	potential = {
		independent = no
	}
	
	allow = {
		is_councillor = no
		can_be_treasurer_trigger = yes
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.1
			trait = charitable
		}
		modifier = {
			factor = 0.25
			trait = slothful
		}
		modifier = {
			factor = 1.25
			from_ruler_dynasty = yes
		}
		modifier = {
			factor = 1.5
			trait = scholar
		}
		modifier = {
			factor = 1.5
			trait = gardener
		}
		modifier = {
			factor = 1.5
			trait = gluttonous
		}
		modifier = {
			factor = 1.5
			trait = temperate
		}
		modifier = {
			factor = 1.5
			trait = greedy
		}
		modifier = {
			factor = 2.0
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = indulgent_wastrel
		}
		modifier = {
			factor = 2.0
			trait = thrifty_clerk
		}
		modifier = {
			factor = 10.0
			OR = {
				trait = fortune_builder
				trait = midas_touched
			}
		}
		modifier = {
			factor = 1.25
			stewardship = 10
		}
		modifier = {
			factor = 1.25
			stewardship = 12
		}
		modifier = {
			factor = 1.25
			stewardship = 14
		}
		modifier = {
			factor = 1.5
			stewardship = 16
		}
	}
	success = {
		has_job_title = job_treasurer
	}
	abort = {
		OR = {
			AND = {
				is_councillor = yes
				NOT = { has_job_title = job_treasurer }
			}
			can_be_treasurer_trigger = no
		}
	}
	abort_effect = {
	}
	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = successful_council_ambition }
			}
			change_stewardship = 1
		}
		opinion = {
			who = liege
			modifier = opinion_ambition_fulfilled
			years = 5
		}
		set_character_flag = successful_council_ambition
	}
	is_job_ambition=yes
}


obj_become_spymaster = {
	type = character
	
	potential = {
		independent = no
	}
	
	allow = {
		is_councillor = no
		can_be_spymaster_trigger = yes
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.1
			trait = kind
		}
		modifier = {
			factor = 0.1
			trait = honest
		}
		modifier = {
			factor = 0.25
			trait = slothful
		}
		modifier = {
			factor = 1.25
			from_ruler_dynasty = yes
		}
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 1.5
			trait = mystic
		}
		modifier = {
			factor = 1.5
			trait = impaler
		}
		modifier = {
			factor = 2.0
			trait = deceitful
		}
		modifier = {
			factor = 2.0
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = amateurish_plotter
		}
		modifier = {
			factor = 2.0
			trait = flamboyant_schemer
		}
		modifier = {
			factor = 10.0
			OR = {
				trait = intricate_webweaver
				trait = elusive_shadow
			}
		}
		modifier = {
			factor = 1.25
			intrigue = 10
		}
		modifier = {
			factor = 1.25
			intrigue = 12
		}
		modifier = {
			factor = 1.25
			intrigue = 14
		}
		modifier = {
			factor = 1.5
			intrigue = 16
		}
	}
	success = {
		has_job_title = job_spymaster
	}
	abort = {
		OR = {
			AND = {
				is_councillor = yes
				NOT = { has_job_title = job_spymaster }
			}
			can_be_spymaster_trigger = no
		}
	}
	abort_effect = {
	}
	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = successful_council_ambition }
			}
			change_intrigue = 1
		}
		opinion = {
			who = liege
			modifier = opinion_ambition_fulfilled
			years = 5
		}
		set_character_flag = successful_council_ambition
	}
	is_job_ambition=yes
}


obj_become_spiritual = {
	type = character
	
	potential = {
		independent = no
	}
	
	allow = {
		is_councillor = no
		can_be_spiritual_trigger = yes
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.1
			trait = cynical
		}
		modifier = {
			factor = 0.25
			trait = slothful
		}
		modifier = {
			factor = 1.25
			from_ruler_dynasty = yes
		}
		modifier = {
			factor = 1.5
			trait = zealous
		}
		modifier = {
			factor = 2.0
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = detached_priest
		}
		modifier = {
			factor = 2.0
			trait = martial_cleric
		}
		modifier = {
			factor = 10.0
			OR = {
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = {
			factor = 1.25
			learning = 10
		}
		modifier = {
			factor = 1.25
			learning = 12
		}
		modifier = {
			factor = 1.25
			learning = 14
		}
		modifier = {
			factor = 1.5
			learning = 16
		}
	}
	success = {
		has_job_title = job_spiritual
	}
	abort = {
		OR = {
			AND = {
				is_councillor = yes
				NOT = { has_job_title = job_spiritual }
			}
			can_be_spiritual_trigger = no
		}
	}
	abort_effect = {
	}
	effect = {
		if = {
			limit = {
				NOT = { has_character_flag = successful_council_ambition }
			}
			change_learning = 1
		}
		opinion = {
			who = liege
			modifier = opinion_ambition_fulfilled
			years = 5
		}
		set_character_flag = successful_council_ambition
	}
	is_job_ambition=yes
}


# Misc Ambitions

obj_amass_wealth = {
	type = character
	
	potential = {
		NOT = { has_character_flag = amassed_wealth }
	}
	
	allow = {
		is_adult = yes
		NOT = { wealth = 200 }
		is_ruler = yes
		NOT = { trait = charitable }
		NOT = { trait = incapable }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = patient
		}
		modifier = {
			factor = 1.25
			trait = fortune_builder
		}
		modifier = {
			factor = 1.25
			trait = midas_touched
		}
		modifier = {
			factor = 10.0
			trait = greedy
		}
		modifier = {
			factor = 0.01
			trait = content
		}
	}
	success = {
		wealth = 500
	}
	abort = {
		OR = {
			trait = charitable
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		change_stewardship = 1
		set_character_flag = amassed_wealth
	}
}


obj_become_paragon_of_virtue = {
	type = character
	
	potential = {
		NOT = { religion_group = indian_group }
	}
	
	allow = {
		is_adult = yes
		NOT = { piety = 100 }
		is_ruler = yes
		NOT = { trait = cruel }
		NOT = { trait = impaler }
		NOT = { trait = incapable }
	}
	
	chance = {
		factor = 50
		
		modifier = {
			factor = 1.25
			trait = patient
		}
		modifier = {
			factor = 0.01
			NOT = { tier = king }
			NOT = { tier = emperor }
		}
		modifier = {
			factor = 10.0
			OR = {
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = {
			factor = 10.0
			trait = zealous
		}
		modifier = {
			factor = 0.01
			trait = cynical
		}
	}
	success = {
		piety = 500
	}
	abort = {
		OR = {
			trait = cruel
			trait = impaler
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		change_learning = 1
		piety = 100
		if = {
			limit = {
				has_nickname = no
			}
			give_nickname = nick_the_holy
		}
		religion_authority = {
			modifier = paragon_of_virtue
			years = 20
		}
		religion_head = {
			opinion = {
				who = ROOT
				modifier = opinion_paragon
				months = 1200
			}
		}
		any_vassal = {
			limit = {
				is_theocracy = yes
				religion = ROOT
			}
			opinion = {
				who = ROOT
				modifier = opinion_paragon
				months = 1200
			}
		}
		# Achievement
		hidden_tooltip = {
			if = {
				limit = { ai = no }
				set_character_flag = achievement_become_paragon_of_virtue
			}
		}
	}
}


obj_become_exalted = {
	type = character
	
	potential = {
		NOT = { has_character_flag = became_exalted }
	}
	
	allow = {
		is_adult = yes
		NOT = { prestige = 200 }
		is_ruler = yes
		NOT = { trait = content }
		NOT = { trait = humble }
		NOT = { trait = incapable }
	}
	chance = {
		factor = 50
		
		modifier = {
			factor = 1.25
			trait = patient
		}
		modifier = {
			factor = 0.01
			NOT = { tier = king }
			NOT = { tier = emperor }
		}
		modifier = {
			factor = 5.0
			trait = ambitious
		}
		modifier = {
			factor = 10.0
			trait = proud
		}
	}
	success = {
		prestige = 1000
	}
	abort = {
		OR = {
			trait = content
			trait = humble
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		change_diplomacy = 1
		prestige = 100
		any_vassal = {
			opinion = {
				who = ROOT
				modifier = opinion_exalted
				months = 1200
			}
		}
		# Achievement
		hidden_tooltip = {
			if = {
				limit = { ai = no }
				set_character_flag = achievement_become_exalted
			}
			set_character_flag = became_exalted
		}
	}
}

obj_get_married = {
	type = character
	
	potential = {
		NOT = { has_landed_title = k_papal_state }
		is_married = no
		is_consort = no
		can_marry = yes
	}
	
	allow = {
		prisoner = no
		is_marriage_adult = yes
		NOT = { trait = celibate }
		NOT = { trait = incapable }
		NOT = { trait = eunuch }
		NOT = { is_ascetic_trigger = yes }
		OR = {
			is_female = no
			NOT = { age = 40 }
		}
		OR = {
			is_ruler = no
			is_feudal = yes
			is_tribal = yes
			is_nomadic = yes
			is_patrician = yes
		}
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.2
			trait = homosexual
		}
		modifier = {
			factor = 0.5
			trait = shy
		}
		modifier = {
			factor = 2.0
			trait = lustful
		}
		modifier = {
			factor = 2.0
			trait = ambitious
		}
		modifier = {
			factor = 2.0 
			age = 25
		}
		modifier = {
			factor = 5.0
			age = 35
		}
		modifier = {
			factor = 10.0
			age = 40
		}
	}
	success = {
		is_married = yes
	}
	abort = {
		OR = {
			AND = {
				is_priest = yes
				can_marry = no
			}
			AND = {
				is_female = yes
				is_ruler = no
				age = 40
			}
			has_landed_title = k_papal_state
			trait = celibate
			trait = incapable
			trait = eunuch
			is_ascetic_trigger = yes
		}
	}
	abort_effect = {
		clr_character_flag = flag_promised_marriage
		clr_character_flag = flag_denied_marriage
		remove_character_modifier = promised_a_marriage
	}
	effect = {
		piety = 10
		if = {
			limit = { independent = no }
			opinion = {
				who = liege
				modifier = opinion_fulfilled_marriage_wish
				years = 5
			}
		}
		hidden_tooltip = {
			clr_character_flag = flag_promised_marriage
			clr_character_flag = flag_denied_marriage
			remove_character_modifier = promised_a_marriage
		}
	}
}

obj_marry_ruler = {
	type = character
	
	potential = {
		is_married = no
		is_consort = no
		can_marry = yes
		is_female = yes
	}
	
	allow = {
		prisoner = no
		is_marriage_adult = yes
		NOT = { trait = celibate }
		NOT = { trait = incapable }
		OR = {
			is_female = no
			NOT = { age = 45 }
		}
		father = {
			primary_title = {
				higher_tier_than = COUNT
			}
		}
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.5
			trait = midas_touched
		}
		modifier = {
			factor = 1.5
			trait = elusive_shadow
		}
		modifier = {
			factor = 2.0
			trait = greedy
		}
		modifier = {
			factor = 5.0
			trait = ambitious
		}
	}
	success = {
		is_married = yes
		spouse = {
			is_ruler = yes
		}
	}
	abort = {
		OR = {
			AND = {
				is_married = yes
				is_ruler = yes
			}
			AND = {
				is_priest = yes
				can_marry = no
			}
			AND = {
				is_female = yes
				is_ruler = no
				age = 45
			}
			trait = celibate
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		prestige = 20
	}
}


obj_have_a_daughter = {
	type = character
	
	fertility = 0.25
	
	allow = {
		prisoner = no
		is_marriage_adult = yes
		OR = {
			is_married = yes
			is_consort = yes
		}
		NOT = {
			any_child = {
				is_female = yes
			}
		}
		OR = {
			ai = no
			is_female = yes
			num_of_children = 2
		}
		NOT = {
			AND = {
				age = 45
				is_female = yes
			}
		}
		NOT = { age = 75 }
		NOT = { trait = celibate }
		NOT = { trait = incapable }
	}
	
	chance = {
		factor = 50
		
		modifier = {
			factor = 1.5
			num_of_children = 3
		}
		modifier = {
			factor = 3.0
			num_of_children = 4
		}
		modifier = {
			factor = 10.0
			num_of_children = 5
		}
	}
	success = {
		any_child = {
			is_female = yes
		}
	}
	abort = {
		OR = {
			AND = {
				age = 45
				is_female = yes
			}
			age = 75
			trait = celibate
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		piety = 10
	}
}


obj_have_a_son = {
	type = character
	
	fertility = 0.25
	
	allow = {
		prisoner = no
		is_marriage_adult = yes
		OR = {
			is_married = yes
			is_consort = yes
		}
		NOT = {
			any_child = {
				is_female = no
			}
		}
		OR = {
			ai = no
			is_female = no
			# Have at least two daughters
			any_child = {
				is_female = yes
				ROOT = {
					any_child = {
						is_female = yes
						NOT = { character = PREVPREV }
					}
				}
			}
		}
		NOT = {
			AND = {
				age = 45
				is_female = yes
			}
		}
		NOT = { age = 75 }
		NOT = { trait = celibate }
		NOT = { trait = incapable }
	}
	chance = {
		factor = 50
		
		modifier = {
			factor = 1.5
			num_of_children = 3
		}
		modifier = {
			factor = 3.0
			num_of_children = 4
		}
		modifier = {
			factor = 10.0
			num_of_children = 5
		}
	}
	success = {
		any_child = {
			is_female = no
		}
	}
	abort = {
		OR = {
			AND = {
				age = 45
				is_female = yes
			}
			age = 75
			trait = celibate
			trait = incapable
		}
	}
	abort_effect = {
	}
	effect = {
		piety = 10
	}
}


obj_wants_landed_title = {
	type = character
	
	potential = {
		is_ruler = no
	}
	
	allow = {
		prisoner = no
		is_adult = yes
		is_female = no
		NOT = { trait = incapable }
		NOT = { trait = eunuch }
		NOT = { is_ascetic_trigger = yes }
		NOT = { has_minor_title = title_guru }
		liege = {
			OR = {
				is_feudal = yes
				is_tribal = yes
			}
			is_close_relative = ROOT
			num_of_extra_landed_titles = 1
			OR = {
				AND = {
					NOT = { is_father = ROOT }
					NOT = { is_mother = ROOT }
				}
				NOT = {
					current_heir = {
						character = ROOT
					}
				}
				NOT = {
					primary_title = {
						has_law = succ_gavelkind
					}
				}
			}
		}
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.25
			trait = patient
		}
		modifier = {
			factor = 0.5
			trait = humble
		}
		modifier = {
			factor = 1.25
			trait = proud
		}
		modifier = {
			factor = 1.5
			trait = greedy
		}
		modifier = {
			factor = 2.0
			trait = envious
		}
		modifier = {
			factor = 3.0
			trait = ambitious
		}
		modifier = {
			factor = 2.0
			religion_group = muslim
			liege = {
				dynasty = ROOT
			}
		}
	}
	success = {
		is_ruler = yes
	}
	abort = {
		liege = { 
			OR = {
				NOT = { is_close_relative = ROOT }
				NOT = { num_of_extra_landed_titles = 1 }
			}
		}
		OR = {
			trait = eunuch
			is_ascetic_trigger = yes
		}
	}	
	abort_effect = {
		clr_character_flag = flag_denied_title
		clr_character_flag = flag_promised_title
		remove_character_modifier = promised_a_title
		clr_character_flag = flag_later_title
	}
	effect = {
		prestige = 50
		opinion = {
			who = liege
			modifier = opinion_generous_relative
			years = 10
		}
		hidden_tooltip = {
			clr_character_flag = flag_denied_title
			clr_character_flag = flag_promised_title
			remove_character_modifier = promised_a_title
			clr_character_flag = flag_later_title
			remove_opinion = { who = liege modifier = opinion_promised_title }
		}
	}
}


obj_become_heir = {
	type = character
	
	potential = {
		liege = { any_child = { character = ROOT } }
		NOT = { 
			liege = { primary_title = { has_law = agnatic_succession } }
			is_female = yes
		}
		NOT = { trait = bastard }
		liege = {
			any_child = {
				is_primary_heir = yes
				OR = {
					has_epidemic = yes
					is_ill = yes
					trait = lunatic
					trait = possessed
					trait = incapable
					trait = infirm
				}
			}
		}
	}
	
	allow = {
		prisoner = no
		is_adult = yes
		is_primary_heir = no
		NOT = { trait = incapable }
	}
	
	chance = {
		factor = 50
		
		modifier = {
			factor = 2.0
			trait = ambitious
		}
		modifier = {
			factor = 1.5
			trait = greedy
		}
		modifier = {
			factor = 1.5
			trait = envious
		}
		modifier = {
			factor = 1.5
			trait = proud
		}
		modifier = {
			factor = 0.5
			trait = patient
		}
		modifier = {
			factor = 0.01
			trait = content
		}
	}
	success = {
		is_primary_heir = yes
	}
	abort = {
		OR = {
			trait = incapable
			independent = yes
		}
	}
	abort_effect = {
	}
	effect = {
		change_intrigue = 1
	}
}

### Ambitions to improve abilitites

# Martial
obj_improve_martial = {
	type = character
	
	potential = {
		age = 16
		is_playable = yes
		NOT = {
			has_game_rule = {
				name = improve_attribute_ambitions
				value = off
			}
		}
		OR = {
			NOT = { has_dlc = "Way of Life" }
			has_focus = focus_hunting
			has_focus = focus_war
			has_game_rule = {
				name = improve_attribute_ambitions
				value = unrestricted
			}
		}
	}
	
	allow = {
		OR = {
			AND = {
				OR = {
					NOT = { has_dlc = "Way of Life" }
					AND = {
						NOT = { has_focus = focus_hunting }
						NOT = { has_focus = focus_war }
					}
				}
				NOT = { martial = 8 }
			}
			AND = {
				has_focus = focus_hunting
				NOT = { martial = 10 }
			}
			AND = {
				has_focus = focus_war
				NOT = { martial = 11 }
			}
		}
		NOT = { trait = incapable }
		NOT = { trait = infirm }
		prisoner = no
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = diligent
		}
		modifier = {
			factor = 1.25
			trait = misguided_warrior
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		OR = {
			AND = {
				OR = {
					NOT = { has_dlc = "Way of Life" }
					AND = {
						NOT = { has_focus = focus_hunting }
						NOT = { has_focus = focus_war }
					}
				}
				martial = 8
			}
			AND = {
				has_focus = focus_hunting
				martial = 10
			}
			AND = {
				has_focus = focus_war
				martial = 11
			}
		}
	}
	abort = {
		OR = {
			trait = incapable
			trait = infirm
		}
	}
	abort_effect = {
		clr_character_flag = improve_martial_success
		clr_character_flag = toy_army_prepare
		clr_character_flag = toy_army
		clr_character_flag = street_ruffians
	}
	effect = {
		prestige = 100
		clr_character_flag = improve_martial_success
		clr_character_flag = toy_army_prepare
		clr_character_flag = toy_army
		clr_character_flag = street_ruffians
	}
}

# Stewardship
obj_improve_stewardship = {
	type = character
	
	potential = {
		age = 16
		is_playable = yes
		NOT = {
			has_game_rule = {
				name = improve_attribute_ambitions
				value = off
			}
		}
		OR = {
			NOT = { has_dlc = "Way of Life" }
			has_focus = focus_rulership
			has_focus = focus_business
			has_game_rule = {
				name = improve_attribute_ambitions
				value = unrestricted
			}
		}
	}
	
	allow = {
		OR = {
			AND = {
				OR = {
					NOT = { has_dlc = "Way of Life" }
					AND = {
						NOT = { has_focus = focus_business }
						NOT = { has_focus = focus_rulership }
					}
				}
				NOT = { stewardship = 8 }
			}
			AND = {
				has_focus = focus_business
				NOT = { stewardship = 10 }
			}
			AND = {
				has_focus = focus_rulership
				NOT = { stewardship = 11 }
			}
		}
		NOT = { trait = incapable }
		NOT = { trait = infirm }
		prisoner = no
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = diligent
		}
		modifier = {
			factor = 1.25
			trait = indulgent_wastrel
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		OR = {
			AND = {
				OR = {
					NOT = { has_dlc = "Way of Life" }
					AND = {
						NOT = { has_focus = focus_business }
						NOT = { has_focus = focus_rulership }
					}
				}
				stewardship = 8
			}
			AND = {
				has_focus = focus_business
				stewardship = 10
			}
			AND = {
				has_focus = focus_rulership
				stewardship = 11
			}
		}
	}
	abort = {
		OR = {
			trait = incapable
			trait = infirm
		}
	}
	abort_effect = {
		clr_character_flag = 10_salt
		clr_character_flag = 20_salt
		clr_character_flag = 30_salt
		clr_character_flag = all_salt
		clr_character_flag = the_inn
		clr_character_flag = the_garden
		clr_character_flag = the_survey
	}
	effect = {
		prestige = 100
		clr_character_flag = improve_stewardship_success
		clr_character_flag = the_inn
		clr_character_flag = the_garden
		clr_character_flag = the_survey
	}
}

# Learning
obj_improve_learning = {
	type = character
	
	potential = {
		age = 16
		is_playable = yes
		NOT = {
			has_game_rule = {
				name = improve_attribute_ambitions
				value = off
			}
		}
		OR = {
			NOT = { has_dlc = "Way of Life" }
			has_focus = focus_scholarship
			has_focus = focus_theology
			has_game_rule = {
				name = improve_attribute_ambitions
				value = unrestricted
			}
		}
	}
	
	allow = {
		OR = {
			AND = {
				OR = {
					NOT = { has_dlc = "Way of Life" }
					AND = {
						NOT = { has_focus = focus_theology }
						NOT = { has_focus = focus_scholarship }
					}
				}
				NOT = { learning = 8 }
			}
			AND = {
				has_focus = focus_theology
				NOT = { learning = 10 }
			}
			AND = {
				has_focus = focus_scholarship
				NOT = { learning = 11 }
			}
		}
		NOT = { trait = incapable }
		NOT = { trait = infirm }
		prisoner = no
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = diligent
		}
		modifier = {
			factor = 1.25
			trait = detached_priest
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		OR = {
			AND = {
				OR = {
					NOT = { has_dlc = "Way of Life" }
					AND = {
						NOT = { has_focus = focus_theology }
						NOT = { has_focus = focus_scholarship }
					}
				}
				learning = 8
			}
			AND = {
				has_focus = focus_theology
				learning = 10
			}
			AND = {
				has_focus = focus_scholarship
				learning = 11
			}
		}
	}
	abort = {
		OR = {
			trait = incapable
			trait = infirm
		}
	}
	abort_effect = {
		clr_character_flag = flying_machine
		clr_character_flag = ancient_tome
		clr_character_flag = hermit_visit
	}
	effect = {
		prestige = 100
		clr_character_flag = improve_learning_success
		clr_character_flag = flying_machine
		clr_character_flag = ancient_tome
		clr_character_flag = hermit_visit
	}
}

# Diplomacy
obj_improve_diplomacy = {
	type = character
	
	potential = {
		age = 16
		is_playable = yes
		NOT = {
			has_game_rule = {
				name = improve_attribute_ambitions
				value = off
			}
		}
		OR = {
			NOT = { has_dlc = "Way of Life" }
			has_focus = focus_carousing
			has_focus = focus_family
			has_game_rule = {
				name = improve_attribute_ambitions
				value = unrestricted
			}
		}
	}
	
	allow = {
		OR = {
			AND = {
				OR = {
					NOT = { has_dlc = "Way of Life" }
					AND = {
						NOT = { has_focus = focus_family }
						NOT = { has_focus = focus_carousing }
					}
				}
				NOT = { diplomacy = 8 }
			}
			AND = {
				has_focus = focus_family
				NOT = { diplomacy = 10 }
			}
			AND = {
				has_focus = focus_carousing
				NOT = { diplomacy = 11 }
			}
		}
		NOT = { trait = incapable }
		NOT = { trait = infirm }
		prisoner = no
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = diligent
		}
		modifier = {
			factor = 1.25
			trait = naive_appeaser
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		OR = {
			AND = {
				OR = {
					NOT = { has_dlc = "Way of Life" }
					AND = {
						NOT = { has_focus = focus_family }
						NOT = { has_focus = focus_carousing }
					}
				}
				diplomacy = 8
			}
			AND = {
				has_focus = focus_family
				diplomacy = 10
			}
			AND = {
				has_focus = focus_carousing
				diplomacy = 11
			}
		}
	}
	abort = {
		OR = {
			trait = incapable
			trait = infirm
		}
	}
	abort_effect = {
		clr_character_flag = the_feud
		clr_character_flag = the_mirror
		clr_character_flag = the_suicide
	}
	effect = {
		prestige = 100
		clr_character_flag = improve_diplomacy_success
		clr_character_flag = the_feud
		clr_character_flag = the_mirror
		clr_character_flag = the_suicide
	}
}

# Intrigue
obj_improve_intrigue = {
	type = character
	
	potential = {
		age = 16
		is_playable = yes
		NOT = {
			has_game_rule = {
				name = improve_attribute_ambitions
				value = off
			}
		}
		OR = {
			NOT = { has_dlc = "Way of Life" }
			has_focus = focus_seduction
			has_focus = focus_intrigue
			has_game_rule = {
				name = improve_attribute_ambitions
				value = unrestricted
			}
		}
	}
	
	allow = {
		OR = {
			AND = {
				OR = {
					NOT = { has_dlc = "Way of Life" }
					AND = {
						NOT = { has_focus = focus_seduction }
						NOT = { has_focus = focus_intrigue }
					}
				}
				NOT = { intrigue = 8 }
			}
			AND = {
				has_focus = focus_seduction
				NOT = { intrigue = 10 }
			}
			AND = {
				has_focus = focus_intrigue
				NOT = { intrigue = 11 }
			}
		}
		NOT = { trait = incapable }
		NOT = { trait = infirm }
		prisoner = no
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = diligent
		}
		modifier = {
			factor = 1.25
			trait = naive_appeaser
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		OR = {
			AND = {
				OR = {
					NOT = { has_dlc = "Way of Life" }
					AND = {
						NOT = { has_focus = focus_seduction }
						NOT = { has_focus = focus_intrigue }
					}
				}
				intrigue = 8
			}
			AND = {
				has_focus = focus_seduction
				intrigue = 10
			}
			AND = {
				has_focus = focus_intrigue
				intrigue = 11
			}
		}
	}
	abort = {
		OR = {
			trait = incapable
			trait = infirm
		}
	}
	abort_effect = {
		clr_character_flag = the_necklace
		clr_character_flag = gossip
		clr_character_flag = old_spymaster
	}
	effect = {
		prestige = 100
		clr_character_flag = improve_intrigue_success
		clr_character_flag = the_necklace
		clr_character_flag = gossip
		clr_character_flag = old_spymaster
	}
}

# Decadence
obj_lower_decadence = {
	type = character
	
	potential = {
		is_adult = yes
		is_ruler = yes
		uses_decadence = yes
	}
	
	allow = {
		decadence = 60
		NOT = { trait = incapable }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 1.25
			trait = diligent
		}
		modifier = {
			factor = 1.25
			trait = naive_appeaser
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		NOT = { decadence = 60 }
	}
	abort = {
		trait = incapable
	}
	abort_effect = {
		clr_character_flag = berber_life
		clr_character_flag = bandit_camp
		clr_character_flag = dromedary_hunt
	}
	effect = {
		prestige = 100
		clr_character_flag = lower_decadence_success
		clr_character_flag = berber_life
		clr_character_flag = bandit_camp
		clr_character_flag = dromedary_hunt
	}
}

# Become King
obj_become_king = {
	type = character
	
	can_cancel = no
	
	ai_capital_kingdom_focus = yes # AI characters with this ambition will actually focus on taking the kingdom
	
	potential = {
		is_adult = yes
		is_playable = yes
		is_landed = yes
		lower_tier_than = KING
		OR = {
			independent = yes
			liege = { independent = yes }
		}
		NOT = {
			any_heir_title = {
				higher_tier_than = DUKE
			}
		}
	}
	
	allow = {
		NOT = { trait = incapable }
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0
			NOT = { religion_group = pagan_group }
			NOT = { trait = ambitious }
		}
		modifier = {
			factor = 3.0
			capital_scope = {
				kingdom = {
					has_holder = no
				}
			}
		}
		modifier = {
			factor = 3.0
			trait = ambitious
		}
		modifier = {
			factor = 2.0
			trait = brave
		}
		modifier = {
			factor = 3.0
			OR = {
				independent = yes
				AND = {
					religion_group = pagan_group
					is_reformed_religion = no
				}
			}
		}
		modifier = {
			factor = 0.1
			trait = craven
		}
		modifier = {
			factor = 0.01
			trait = content
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
		modifier = {
			factor = 0.1
			tier = COUNT
		}
		modifier = {
			factor = 0.01
			OR = {
				religion = finnish_pagan
				religion = west_african_pagan
			}
		}
	}
	
	success = {
		custom_tooltip = {
			text = obj_become_king_tip
			hidden_tooltip = {
				capital_scope = {
					kingdom = {
						holder_scope = {
							character = ROOT
						}
					}
				}
			}
		}
	}
	
	abort = {
		OR = {
			trait = incapable
			is_playable = no
			is_landed = no
			AND = {
				higher_tier_than = DUKE
				primary_title = {
					temporary = no
				}
			}
			any_heir_title = {
				higher_tier_than = DUKE
				temporary = no
			}
		}
	}
	
	abort_effect = {
	}
	
	effect = {
		prestige = 500
		hidden_tooltip = {
			clr_character_flag = kingdom_claimed_with_ambition
		}
	}
	
}

### Buddhist ambitions ###

obj_buddhist_stop_drinking = {
	type = character
	
	potential = {
		religion = buddhist
		trait = drunkard
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = infirm }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		NOT = { trait = drunkard }
	}
	abort = {
		NOT = { religion = buddhist }
	}
	abort_effect = {
		clr_character_flag = guru_helped_ambition
	}
	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition
	}
}

obj_buddhist_reject_empty_pleasures = {
	type = character
	
	potential = {
		religion = buddhist
		trait = hedonist
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = infirm }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		NOT = { trait = hedonist }
	}
	abort = {
		NOT = { religion = buddhist }
	}
	abort_effect = {
		clr_character_flag = guru_helped_ambition
	}
	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition
	}
}

obj_buddhist_abstain_sexual_excess = {
	type = character
	
	potential = {
		religion = buddhist
		trait = lustful
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = infirm }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		NOT = { trait = lustful }
	}
	abort = {
		NOT = { religion = buddhist }
	}
	abort_effect = {
		clr_character_flag = guru_helped_ambition
	}
	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition
	}
}

obj_buddhist_reject_cruelty = {
	type = character
	
	potential = {
		religion = buddhist
		OR = {
			trait = impaler
			trait = cruel
		}
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = infirm }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		NOT = { trait = impaler }
		NOT = { trait = cruel }
	}
	abort = {
		NOT = { religion = buddhist }
	}
	abort_effect = {
		clr_character_flag = guru_helped_ambition
	}
	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition
	}
}

obj_buddhist_temperance_food = {
	type = character
	
	potential = {
		religion = buddhist
		trait = gluttonous
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = infirm }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		NOT = { trait = gluttonous }
	}
	abort = {
		NOT = { religion = buddhist }
	}
	abort_effect = {
		clr_character_flag = guru_helped_ambition
	}
	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition
	}
}

obj_buddhist_reject_greed = {
	type = character
	
	potential = {
		religion = buddhist
		trait = greedy
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = infirm }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		NOT = { trait = greedy }
	}
	abort = {
		NOT = { religion = buddhist }
	}
	abort_effect = {
		clr_character_flag = guru_helped_ambition
	}
	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition
	}
}

obj_buddhist_reject_envy = {
	type = character
	
	potential = {
		religion = buddhist
		trait = envious
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = infirm }
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		NOT = { trait = envious }
	}
	abort = {
		NOT = { religion = buddhist }
	}
	abort_effect = {
		clr_character_flag = guru_helped_ambition
	}
	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition
	}
}

obj_buddhist_reject_hate = {
	type = character
	
	potential = {
		religion = buddhist
		trait = wroth
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = infirm }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		NOT = { trait = wroth }
	}
	abort = {
		NOT = { religion = buddhist }
	}
	abort_effect = {
		clr_character_flag = guru_helped_ambition
	}
	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition
	}
}

obj_buddhist_reject_pride = {
	type = character
	
	potential = {
		religion = buddhist
		trait = proud
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = infirm }
	}
	chance = {
		factor = 100
		
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		NOT = { trait = proud }
	}
	abort = {
		NOT = { religion = buddhist }
	}
	abort_effect = {
		clr_character_flag = guru_helped_ambition
	}
	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition
	}
}

obj_buddhist_defeat_fear = {
	type = character
	
	potential = {
		religion = buddhist
		OR = {
			trait = paranoid
			trait = craven
		}
	}
	
	allow = {
		is_adult = yes
		NOT = { trait = incapable }
		NOT = { trait = infirm }
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 2
			trait = zealous
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 0.01
			trait = slothful
		}
	}
	success = {
		NOT = { trait = paranoid }
		NOT = { trait = craven }
	}
	abort = {
		NOT = { religion = buddhist }
	}
	abort_effect = {
		clr_character_flag = guru_helped_ambition
	}
	effect = {
		piety = 100
		clr_character_flag = guru_helped_ambition
	}
}

obj_become_paragon_of_enlightenment = {
	type = character
	
	potential = {
		religion_group = indian_group
	}
	
	allow = {
		is_adult = yes
		NOT = { piety = 100 }
		is_ruler = yes
		NOT = { trait = slow }
		NOT = { trait = dull }
		NOT = { trait = imbecile }
		NOT = { trait = inbred }
		NOT = { trait = lunatic }
	}
	chance = {
		factor = 50
		
		modifier = {
			factor = 1.25
			trait = patient
		}
		modifier = {
			factor = 0.01
			NOT = { tier = king }
			NOT = { tier = emperor }
		}
		modifier = {
			factor = 10.0
			OR = {
				trait = detached_priest
				trait = martial_cleric
				trait = scholarly_theologian
				trait = mastermind_theologian
			}
		}
		modifier = {
			factor = 10.0
			trait = zealous
		}
		modifier = {
			factor = 0.01
			trait = cynical
		}
	}
	success = {
		piety = 500
	}
	abort = {
		OR = {
			trait = incapable
			trait = lunatic
		}
	}
	abort_effect = {
	}
	effect = {
		change_learning = 1
		piety = 100
		if = {
			limit = {
				has_nickname = no
			}
			give_nickname = nick_the_wise
		}
		religion_authority = {
			modifier = paragon_of_enlightenment
			years = 20
		}
		any_vassal = {
			limit = {
				is_theocracy = yes
				religion = ROOT
			}
			opinion = {
				who = ROOT
				modifier = opinion_enlightened
				months = 1200
			}
		}
	}
}

# Gain any title from liege
obj_gain_any_title = {
	type = character
	
	potential = {
		has_dlc = "Zeus"
		is_adult = yes
		is_playable = yes
		independent = no
		#liege = { independent = yes }
		is_nomadic = no
		liege = { is_nomadic = no }
		NOT = { has_character_flag = gain_any_title_ambition_success }
	}
	
	allow = {
		NOT = { trait = incapable }
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0
			trait = content
		}
		modifier = {
			factor = 1.5
			trait = ambitious
		}
		modifier = {
			factor = 3.0
			trait = greedy
		}
		modifier = {
			factor = 0.1
			trait = craven
		}
		modifier = {
			factor = 0.1
			trait = slothful
		}
	}
	
	success = {
		custom_tooltip = {
			text = tooltip_obj_gain_any_title_success
			hidden_tooltip = {
				has_character_flag = gain_any_title_ambition_success
			}
		}
	}
	
	abort = {
		OR = {
			independent = yes
			trait = incapable
			is_playable = no
			is_landed = no
			has_character_flag = obj_gain_any_title_abandoned
		}
	}
	
	abort_effect = {
		clr_character_flag = obj_gain_any_title_abandoned
	}
	
	effect = {
		prestige = 200
	}
}

# See the realm prosper
obj_see_the_realm_prosper = {
	type = character
	
	creation_effect = {
		add_character_modifier = {
			name = prosperity_5_year
			years = 5
		}
	}
	
	aggression = 0.25
	
	global_revolt_risk = -0.01
	
	potential = {
		has_dlc = "Reapers"
		is_playable = yes
		is_landed = yes
		higher_tier_than = BARON
		is_nomadic = no
		liege = { is_nomadic = no }
		NOT = { has_character_modifier = prosper_ambition_timer }
	}
	
	allow = {
		any_realm_province = {
			any_province_holding = {
				OR = {
					holding_type = city
					holding_type = castle
					holding_type = tribal
				}
			}
			NOR = {
				has_province_modifier = depopulated_1
				has_province_modifier = depopulated_2
				has_province_modifier = depopulated_3
			}
		}
		war = no
		independent = yes
		is_adult = yes
		NOR = { 
			trait = incapable
			is_inaccessible_trigger = yes
		}
	}
	
	chance = {
		factor = 100
		
		modifier = {
			factor = 0.1
			OR = {
				trait = wroth
				trait = cruel
				trait = impaler
				trait = arbitrary
				trait = slothful
			}
		}
		modifier = {
			factor = 0.2
			NOR = {
				trait = architect
				trait = administrator
				trait = gardener
				trait = charitable
				trait = diligent
				trait = patient
				trait = content
				trait = just
				has_focus = focus_rulership
			}
		}
		modifier = {
			factor = 1.5
			trait = charitable
		}
		modifier = {
			factor = 1.5
			has_focus = focus_rulership
		}
		modifier = {
			factor = 3.0
			OR = {
				trait = indulgent_wastrel
				trait = thrifty_clerk
				trait = fortune_builder
				trait = midas_touched
			}
		}
	}
	
	success = {
		custom_tooltip = {
			text = tooltip_obj_see_the_realm_prosper
			hidden_tooltip = {
				NOT = {
					has_character_modifier = prosperity_5_year
				}
			}
		}
	}
	
	abort = {
		OR = {
			trait = incapable
			is_playable = no
			is_landed = no
			any_war = {
				NOR = {
					using_cb = peasant_revolt
					using_cb = heretic_revolt
					using_cb = religious_revolt
					using_cb = liberation_revolt
				}
			}
		}
	}
	
	abort_effect = {
		remove_character_modifier = prosperity_5_year
		add_character_modifier = {
		   modifier = prosper_ambition_timer
		   years = 5
		   hidden = yes
		}
	}
	
	effect = {
		change_stewardship = 1
		custom_tooltip = {
			text = realm_prospers_custom_tooltip
			hidden_tooltip = {
				any_realm_province = {
					limit = {
						any_province_holding = {
							OR = {
								holding_type = city
								holding_type = castle
								holding_type = tribal
							}
						}
						NOR = {
							has_province_modifier = depopulated_1
							has_province_modifier = depopulated_2
							has_province_modifier = depopulated_3
						}
					}
					change_variable = { which = prosperity_value value = 35 }
				}
				if = {
					limit = {
						has_nickname = no
						is_adult = yes
						NOT = { trait = incapable }
					}
					random_list = {
						5 = {
							give_nickname = nick_the_gentle
						}
						5 = {
							give_nickname = nick_the_affable
						}
						5 = {
							give_nickname = nick_the_shrewd
						}
						5 = {
							give_nickname = nick_the_gracious
						}
						100 = {}
					}
				}
			}
		}
		add_character_modifier = {
		   modifier = prosper_ambition_timer
		   years = 25
		   hidden = yes
		}
	}
}
