﻿namespace = regula_raiding

##################################################
# Regula Raiding Events
# These events should only trigger for the player when they follow the Regula religion
# They mainly focus on getting prisoners instead of gold/prestige
# There should be changes between having Famuli Warrior vs not having Famuli Warriors (having Famuli warriors gives bonus events)
# Also, If you have Famuli Warriors and the holy site for devoted to have the Fascinare scheme, raid prisoners should start as Mulsa

### Raid events
# 0001 : Raid Setup event - Check what holding and trigger the right on_action to get the right events/weights
# 0100 : Sack a tribal holding
	## 0101 - Capture Feisty OR gain trinket
	## 0102 - Capture Submissive OR gain tiny gold
	## 0103 - Capture Giant OR gain prestige
	## 0104 - Capture Both Feisty and Submissive OR gain loot (Famuli Warriors)
	## 0105 - Recruit Feisty and Submissive AND gain loot (Barony is Magistrian)
	## 0106 - Capture a Tribal Chieftess (Bonus chance/effects if you have Famuli Warriors tradition)
# 0200 : Sack a Castle
	## 0201 - Capture Noble OR gain prestige
	## 0202 - Capture Knight OR gain prowess bonus
	## 0203 - Capture Ranger OR gain movement speed
	## 0204 - Capture Princess OR gain gold (Famuli Warriors)
	## 0205 - Recruit Princess AND Knight  AND gain gold (Barony is Magistrian)
# 0300 : Sack a Church/Temple
	## 0301 - Capture Priestess OR piety gain
	## 0302	- Capture Gardener OR health boost
	## 0303 - Capture Head Priestess OR fervor gain/loss + piety gain (Famuli Warriors)
	## 0304 - Recruit Two random Common Initiates (Barony is Magistrian)
# 0400 : Sack a City
	## 0401 - Capture Merchant OR gain medium gold
	## 0402 - Capture Diplomat OR gain claim
	## 0403 - Capture Spy OR intrigue bonus
	## 0404 - Capture Guard OR gain common weapon
	## 0405 - Capture Teacher OR gain book
# 0500: Generic Raid Events
	## 0501 - Capture Farmers Daughter OR gain army supply modifer
	## 0502 - Capture Foreign Adventurer OR gain prestige and cultural acceptance
	## 0503 - Capture Orphans OR gain dynasty prestige
	## 0504 - Capture Dwarf in a Barrel OR gain prestige (Eager reveler bonus prestige)
	## 0505 - Capture multiple Peasants OR gain legitmancy
	## 0506	- Capture Princess Bride or marry/make concubine
	## 0507 - Recruit Witch or gain piety (no third option)
# 0600: Activity Raid Events
	## 0601 - Capture Feast guest or
	## 0602 - Capture Hunt guest or
	## 0603 - Capture Funeral guest or
	## 0604 - Capture pilgrimage guest or
##################################################

## Starting raid event
	# This is used to decide if we trigger a raid event, then we choose based on an on_action
	regula_raiding.0001 = {
		hidden = yes
		scope = army

		trigger = {
			# You must be leading your own forces.
			# Only apply to Regula religion plus player
			scope:raider = {
				is_at_location = scope:barony.title_province
				is_regula_trigger = yes
				is_ai = no
			}

			# The county must not have recently been sacked.
			NOT = {
				scope:county = { has_county_modifier = recently_sacked_modifier }
			}
		}

		immediate = {
			save_scope_as = raid_army
			scope:raider = {
				random = {
					chance = regula_magister_raiding_bonus

					# Grab some loc things.
					scope:county = { save_scope_as = sacked_county }
					scope:barony = { save_scope_as = sacked_barony }
					scope:raider.capital_province = { save_scope_as = raider_capital }

					# Find the right holding type and use the on action to trigger the raid event
					if = {
						limit = { 
							NOT = { has_character_flag = had_tribal_holding_raid_event }
							scope:barony.title_province = {
								has_holding_type = tribal_holding
							}
						}
						add_character_flag = {
							flag = had_tribal_holding_raid_event
							days = 365
						}
						trigger_event = { on_action = regula_on_raid_tribal_holding }
					}
					else_if = {
						limit = { 
							NOT = { has_character_flag = had_castle_holding_raid_event }
							scope:barony.title_province = {
								has_holding_type = castle_holding
							}
						}
						add_character_flag = {
							flag = had_castle_holding_raid_event
							days = 365
						}
						trigger_event = { on_action = regula_on_raid_castle_holding }
					}
					else_if = {
						limit = { 
							NOT = { has_character_flag = had_church_holding_raid_event }
							scope:barony.title_province = {
								has_holding_type = church_holding
							}
						}
						add_character_flag = {
							flag = had_church_holding_raid_event
							days = 365
						}
						trigger_event = { on_action = regula_on_raid_church_holding }
					}
					else_if = {
						limit = { 
							NOT = { has_character_flag = had_city_holding_raid_event }
							scope:barony.title_province = {
								has_holding_type = city_holding
							}
						}
						add_character_flag = {
							flag = had_city_holding_raid_event
							days = 365
						}
						trigger_event = { on_action = regula_on_raid_city_holding }
					}
					else_if = {
						# We don't know what holding this is, but we can at least run a generic raid event
						limit = { 
							NOT = { has_character_flag = had_generic_holding_raid_event }
						}
						add_character_flag = {
							flag = had_generic_holding_raid_event
							days = 365
						}
						trigger_event = { on_action = regula_on_raid_generic_holding }
					}
				}
			}
		}
	}

## Debug Events
	# This debug event runs against a target character, allowing you to generate five random raid events against one of their holdings directly
	regula_raiding.0002 = {
		type = character_event
		title = regula_raiding.0002.t
		desc = regula_raiding.0002.desc
		theme = battle

		left_portrait = {
			character = scope:actor
			animation = anger
		}

		right_portrait = {
			character = scope:recipient
			animation = fear
		}

		# Safety check
		trigger = {
			debug_only = yes
		}

		immediate = {
			scope:actor = {
				save_scope_as = raider
			}

			scope:recipient = {
				# Find a Tribal holding
				random_directly_owned_province = {
					limit = {
						has_holding = yes
						has_holding_type = tribal_holding
					}
					save_scope_as = tribal_holding
				}

				# Find a Castle holding
				random_directly_owned_province = {
					limit = {
						has_holding = yes
						has_holding_type = castle_holding
					}
					save_scope_as = castle_holding
				}

				# Find a Church/Temple holding
				random_directly_owned_province = {
					limit = {
						has_holding = yes
						has_holding_type = church_holding
					}
					save_scope_as = church_holding
				}

				# Find a City holding
				random_directly_owned_province = {
					limit = {
						has_holding = yes
						has_holding_type = city_holding
					}
					save_scope_as = city_holding
				}

				# Find a Generic holding
				random_directly_owned_province = {
					limit = {
						has_holding = yes
					}
					save_scope_as = generic_holding
				}
			}
		}

		# Tribal holding
		option = {
			name = regula_raiding.0002.tribal

			trigger = {
				exists = scope:tribal_holding
			}

			# Loc stuff
			scope:tribal_holding.county = { save_scope_as = sacked_county }
			scope:tribal_holding.barony = { save_scope_as = sacked_barony }
			scope:actor.capital_province = { save_scope_as = raider_capital }

			trigger_event = { on_action = regula_on_raid_tribal_holding }
			trigger_event = { on_action = regula_on_raid_tribal_holding }
			trigger_event = { on_action = regula_on_raid_tribal_holding }
			trigger_event = { on_action = regula_on_raid_tribal_holding }
			trigger_event = { on_action = regula_on_raid_tribal_holding }
		}

		# Castle holding
		option = {
			name = regula_raiding.0002.castle

			trigger = {
				exists = scope:castle_holding
			}

			# Loc stuff
			scope:castle_holding.county = { save_scope_as = sacked_county }
			scope:castle_holding.barony = { save_scope_as = sacked_barony }
			scope:actor.capital_province = { save_scope_as = raider_capital }

			trigger_event = { on_action = regula_on_raid_castle_holding }
			trigger_event = { on_action = regula_on_raid_castle_holding }
			trigger_event = { on_action = regula_on_raid_castle_holding }
			trigger_event = { on_action = regula_on_raid_castle_holding }
			trigger_event = { on_action = regula_on_raid_castle_holding }
		}

		# Church/Temple holding
		option = {
			name = regula_raiding.0002.church

			trigger = {
				exists = scope:church_holding
			}

			# Loc stuff
			scope:church_holding.county = { save_scope_as = sacked_county }
			scope:church_holding.barony = { save_scope_as = sacked_barony }
			scope:actor.capital_province = { save_scope_as = raider_capital }

			trigger_event = { on_action = regula_on_raid_church_holding }
			trigger_event = { on_action = regula_on_raid_church_holding }
			trigger_event = { on_action = regula_on_raid_church_holding }
			trigger_event = { on_action = regula_on_raid_church_holding }
			trigger_event = { on_action = regula_on_raid_church_holding }
		}

		# City holding
		option = {
			name = regula_raiding.0002.city

			trigger = {
				exists = scope:city_holding
			}

			# Loc stuff
			scope:city_holding.county = { save_scope_as = sacked_county }
			scope:city_holding.barony = { save_scope_as = sacked_barony }
			scope:actor.capital_province = { save_scope_as = raider_capital }

			trigger_event = { on_action = regula_on_raid_city_holding }
			trigger_event = { on_action = regula_on_raid_city_holding }
			trigger_event = { on_action = regula_on_raid_city_holding }
			trigger_event = { on_action = regula_on_raid_city_holding }
			trigger_event = { on_action = regula_on_raid_city_holding }
		}

		# Generic holding
		option = {
			name = regula_raiding.0002.generic

			trigger = {
				exists = scope:generic_holding
			}

			# Loc stuff
			scope:generic_holding.county = { save_scope_as = sacked_county }
			scope:generic_holding.barony = { save_scope_as = sacked_barony }
			scope:actor.capital_province = { save_scope_as = raider_capital }

			trigger_event = { on_action = regula_on_raid_generic_holding }
			trigger_event = { on_action = regula_on_raid_generic_holding }
			trigger_event = { on_action = regula_on_raid_generic_holding }
			trigger_event = { on_action = regula_on_raid_generic_holding }
			trigger_event = { on_action = regula_on_raid_generic_holding }
		}

		# Nevermind
		option = {
			name = regula_raiding.0002.nevermind
		}
	}

## Tribal Events
	# Capture a feisty tribal
	regula_raiding.0101 = {
		type = character_event
		title = regula_raiding.0101.t
		desc = regula_raiding.0101.desc
		theme = battle

		override_background = { reference = burning_building }

		left_portrait = {
			character = root
			animation = idle
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = rage
		}

		artifact = {
			target = scope:newly_created_artifact
			position = lower_center_portrait
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_tribal_feisty_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			### Combined wealth and quality determines tier
			# 50-129 Masterwork 
			# 130-179 Famed 
			# 180+ Illustrious
			# Using values that roughly give Common and Masterwork
			save_scope_value_as = {
				name = wealth
				value = {
					value = 0
					add = { 1 25 }
				}
			}
			save_scope_value_as = {
				name = quality
				value = {
					value = 0
					add = { 15 64 }
				}
			}

			scope:raid_prisoner = {
				random_list = {
					100 = { create_artifact_necklace_effect = { OWNER = scope:raid_prisoner SMITH = scope:raid_prisoner } }
					100 = { create_artifact_brooch_effect = { OWNER = scope:raid_prisoner SMITH = scope:raid_prisoner } }
					100 = { create_artifact_regalia_effect = { OWNER = scope:raid_prisoner SMITH = scope:raid_prisoner } }
					100 = { create_artifact_ring_effect = { OWNER = scope:raid_prisoner SMITH = scope:raid_prisoner } }
					100 = { create_artifact_bowl_effect = { OWNER = scope:raid_prisoner SMITH = scope:raid_prisoner } }
					100 = { create_artifact_goblet_effect = { OWNER = scope:raid_prisoner SMITH = scope:raid_prisoner } }
				}
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Capture
		option = {
			name = regula_raiding.0101.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				compassionate = minor_stress_impact_gain
				lustful = minor_stress_impact_loss
			}

			hidden_effect = {
				scope:newly_created_artifact = {
					destroy_artifact = this
				}
			}
		}

		# Sex
		option = {
			name = regula_raiding.0101.sex

			add_piety = medium_piety_value

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = minor_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			hidden_effect = {
				scope:newly_created_artifact = {
					destroy_artifact = this
				}
			}
		}

		# Reward - Trinket
		option = {
			name = regula_raiding.0101.reward

			scope:newly_created_artifact = {
				set_owner = {
					target = scope:raider
					history = {
						type = stolen
						actor = scope:raid_prisoner
						recipient = scope:raider
					}
				}
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			stress_impact = {
				greedy = minor_stress_impact_loss
			}
		}
	}

	# Capture a submissive tribal
	regula_raiding.0102 = {
		type = character_event
		title = regula_raiding.0102.t
		desc = regula_raiding.0102.desc
		theme = battle

		override_background = { reference = market_tribal }

		left_portrait = {
			character = root
			animation = flirtation
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = personality_coward
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }
		}

		immediate = {
			# #For loc.
			# scope:sacked_county.holder = { save_scope_as = sacked_county_owner }

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_tribal_submissive_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Capture
		option = {
			name = regula_raiding.0102.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = demanded_recruitment
				}
			}

			stress_impact = {
				compassionate = minor_stress_impact_gain
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0102.sex

			add_piety = medium_piety_value

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = minor_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0102.reward

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			# Add some bonus gold
			add_gold = tiny_gold_value

			stress_impact = {
				greedy = minor_stress_impact_loss
			}
		}
	}

	# Capture a giant tribal
	regula_raiding.0103 = {
		type = character_event
		title = regula_raiding.0103.t
		desc = regula_raiding.0103.desc
		theme = battle

		override_background = { reference = burning_building }

		left_portrait = {
			character = root
			animation = personality_rational
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = prisonhouse
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_tribal_giant_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0103.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				compassionate = minor_stress_impact_gain
				forgiving = minor_stress_impact_gain
			}
		}

		# Sex
		option = {
			name = regula_raiding.0103.sex

			add_piety = medium_piety_value

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = minor_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0103.reward

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			# Add prestige
			add_prestige = miniscule_prestige_gain

			stress_impact = {
				sadistic = minor_stress_impact_loss
				vengeful = minor_stress_impact_loss
				wrathful = minor_stress_impact_loss
			}
		}
	}

	# Capture both fiesty and submissive (they are best friends!)
	regula_raiding.0104 = {
		type = character_event
		title = regula_raiding.0104.t
		desc = regula_raiding.0104.desc
		theme = battle

		override_background = { reference = market_tribal }

		left_portrait = {
			character = scope:raid_prisoner_1
			animation = fear
		}

		right_portrait = {
			character = scope:raid_prisoner_2
			animation = rage
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }

			global_var:magister_character.culture = {
				has_cultural_tradition = tradition_famuli_warriors
			}
		}

		immediate = {
			# #For loc.
			# scope:sacked_county.holder = { save_scope_as = sacked_county_owner }

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_tribal_submissive_character
			}
			scope:created_character = { save_scope_as = raid_prisoner_1 }

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_tribal_feisty_character
			}
			scope:created_character = { save_scope_as = raid_prisoner_2 }

			# They are best friends!
			hidden_effect = {
				scope:raid_prisoner_1 = {
					set_relation_best_friend = scope:raid_prisoner_2
				}
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_medium_glory = yes
		}

		# Take prisoners
		option = {
			name = regula_raiding.0104.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner_1
				IMPRISONER = root
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner_2
				IMPRISONER = root
			}

			scope:raid_prisoner_1 = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			scope:raid_prisoner_2 = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				compassionate = minor_stress_impact_gain
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0104.sex

			add_piety = major_piety_value

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_1 }
			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_2 }

			stress_impact = {
				lustful = minor_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoners
		option = {
			name = regula_raiding.0104.reward

			hidden_effect = {
				scope:raid_prisoner_1 = {	death = { death_reason = death_disappearance }}
				scope:raid_prisoner_2 = {	death = { death_reason = death_disappearance }}
			}

			# Add some bonus loot
			scope:raid_army = { add_loot = scope:raider.minor_gold_value }

			stress_impact = {
				greedy = minor_stress_impact_loss
			}
		}
	}

	# Recruit both fiesty and submissive (they are best friends!)
	regula_raiding.0105 = {
		type = character_event
		title = regula_raiding.0105.t
		desc = regula_raiding.0105.desc
		theme = friendly

		override_background = { reference = market_tribal }

		left_portrait = {
			character = scope:raid_prisoner_1
			animation = admiration
		}

		right_portrait = {
			character = scope:raid_prisoner_2
			animation = flirtation
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = yes }
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_tribal_submissive_character
			}
			scope:created_character = { save_scope_as = raid_prisoner_1 }

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_tribal_feisty_character
			}
			scope:created_character = { save_scope_as = raid_prisoner_2 }

			# They are best friends!
			hidden_effect = {
				scope:raid_prisoner_1 = {
					set_relation_best_friend = scope:raid_prisoner_2
				}
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_medium_glory = yes
		}

		# Take as willing courtiers
		option = {
			name = regula_raiding.0105.capture

			add_courtier = scope:raid_prisoner_1
			add_courtier = scope:raid_prisoner_2

			# Add some bonus loot
			scope:raid_army = { add_loot = scope:raider.minor_gold_value }

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0105.sex

			add_piety = major_piety_value

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_1 }
			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_2 }

			stress_impact = {
				lustful = minor_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Reward
		option = {
			name = regula_raiding.0105.reward

			hidden_effect = {
				scope:raid_prisoner_1 = {	death = { death_reason = death_disappearance }}
				scope:raid_prisoner_2 = {	death = { death_reason = death_disappearance }}
			}

			# Add some fervor
			scope:raider.faith = {
				change_fervor = {
					value = 5
					desc = regula_raiding.0105.fervor_change
				}
			}

			stress_impact = {
				zealous = minor_stress_impact_loss
				humble = minor_stress_impact_loss
			}
		}
	}

	# Capture a Tribal Chieftess
	regula_raiding.0106 = {
		type = character_event
		title = regula_raiding.0106.t
		desc = {
			desc = regula_raiding.0106.desc_intro
			triggered_desc = {
				trigger = {
					global_var:magister_character.culture = {
						has_cultural_tradition = tradition_famuli_warriors
					}
				}
				desc = regula_raiding.0106.desc_famuli_warriors
			}
			triggered_desc = {
				trigger = {
					NOT = {
						global_var:magister_character.culture = {
							has_cultural_tradition = tradition_famuli_warriors
						}
					}
				}
				desc = regula_raiding.0106.desc_default_warriors
			}
		}
		theme = battle

		override_background = { reference = burning_building }

		left_portrait = {
			character = root
			animation = celebrate_axe
		}

		right_portrait = {
			character = scope:raid_prisoner
			triggered_animation = {
				trigger = {
					global_var:magister_character.culture = {
						has_cultural_tradition = tradition_famuli_warriors
					} 
				}
				animation = prisonhouse
			}
			animation = loss_1
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }
		}

		# Having Famuli warriors makes this event more likely
		weight_multiplier = {
			base = 1
			modifier = {
				factor = 2
				global_var:magister_character.culture = {
					has_cultural_tradition = tradition_famuli_warriors
				}
			}
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_tribal_chieftess_character
			}

			scope:created_character = { 
				save_scope_as = raid_prisoner
				add_character_flag = wear_armor

				# If we don't have Famuli warriors, taking her down caused her to be wounded
				if = {
					limit = { 
						NOT = {
							global_var:magister_character.culture = {
								has_cultural_tradition = tradition_famuli_warriors
							}
						}
					}
					increase_wounds_no_death_effect = { REASON = fight }
				}
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_medium_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0106.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
				remove_character_flag = wear_armor
			}

			stress_impact = {
				compassionate = minor_stress_impact_gain
				forgiving = minor_stress_impact_gain
			}
		}

		# Sex
		option = {
			name = regula_raiding.0106.sex

			if = {
				limit = {
					global_var:magister_character.culture = {
						has_cultural_tradition = tradition_famuli_warriors
					}
				}
				add_piety = massive_piety_value
			} else = {
				add_piety = major_piety_value
			}

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = medium_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0106.reward

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			# Add court Grandeur
			change_current_court_grandeur = medium_court_grandeur_gain

			stress_impact = {
				forgiving = minor_stress_impact_loss
			}
		}
	}

## Castle Events
	# Capture Noble
	regula_raiding.0201 = {
		type = character_event
		title = regula_raiding.0201.t
		desc = {
			desc = regula_raiding.0201.desc_intro
			triggered_desc = {
				trigger = { scope:raid_prisoner = { has_trait = education_diplomacy }}
				desc = regula_raiding.0201.diplomacy
			}
			triggered_desc = {
				trigger = { scope:raid_prisoner = { has_trait = education_martial }}
				desc = regula_raiding.0201.martial
			}
			triggered_desc = {
				trigger = { scope:raid_prisoner = { has_trait = education_stewardship }}
				desc = regula_raiding.0201.stewardship
			}
			triggered_desc = {
				trigger = { scope:raid_prisoner = { has_trait = education_intrigue }}
				desc = regula_raiding.0201.intrigue
			}
			triggered_desc = {
				trigger = { scope:raid_prisoner = { has_trait = education_learning }}
				desc = regula_raiding.0201.learning
			}
			desc = regula_raiding.0201.desc_outro
		}

		theme = battle

		override_background = { reference = burning_building }

		left_portrait = {
			character = root
			animation = aggressive_sword
		}

		right_portrait = {
			character = scope:raid_prisoner
			triggered_animation = {
				trigger = { scope:raid_prisoner = { has_trait = education_intrigue }}
				animation = paranoia
			}
			triggered_animation = {
				trigger = { scope:raid_prisoner = { has_trait = education_diplomacy }}
				animation = beg
			}
			triggered_animation = {
				trigger = { scope:raid_prisoner = { has_trait = education_stewardship }}
				animation = shame
			}
			triggered_animation = {
				trigger = { scope:raid_prisoner = { has_trait = education_martial }}
				animation = pain
			}
			triggered_animation = {
				trigger = { scope:raid_prisoner = { has_trait = education_learning }}
				animation = fear
			}
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }
		}

		immediate = {
			# For loc.
			scope:sacked_county.holder = { save_scope_as = sacked_county_owner }

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = generate
				template = regula_generated_castle_noble_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_medium_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0201.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				compassionate = minor_stress_impact_gain
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0201.sex

			add_piety = medium_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = medium_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0201.reward

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			# Add prestige as ransom
			add_prestige = medium_prestige_value

			stress_impact = {
				forgiving = medium_stress_impact_loss
			}
		}
	}

	# Capture Knight
	regula_raiding.0202 = {
		type = character_event
		title = regula_raiding.0202.t
		desc = regula_raiding.0202.desc
		theme = battle

		override_background = { reference = courtyard }

		left_portrait = {
			character = root
			animation = personality_rational
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = prisonhouse
		}

		artifact = {
			target = scope:newly_created_artifact
			position = lower_center_portrait
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_castle_knight_character
			}
			scope:created_character = {
				save_scope_as = raid_prisoner
				add_character_flag = wear_armor
			}

			# Create Armour
			### Combined wealth and quality determines tier
			# 50-129 Masterwork 
			# 130-179 Famed 
			# 180+ Illustrious
			# Using values that roughly give Common and Masterwork
			save_scope_value_as = {
				name = wealth
				value = {
					value = 0
					add = { 1 25 }
				}
			}
			save_scope_value_as = {
				name = quality
				value = {
					value = 0
					add = { 15 64 }
				}
			}

			# Make a piece of armour for her and equip it
			scope:raid_prisoner = {
				create_artifact_armor_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_ARMOR_TYPE = flag:no }
				scope:newly_created_artifact = {
					equip_artifact_to_owner = yes
				}
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_medium_glory = yes
		}

		# Take prisoner
		# Note, we let her keep the armour
		option = {
			name = regula_raiding.0202.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
				remove_character_flag = wear_armor
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0202.sex

			add_piety = medium_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = medium_stress_impact_loss
			}

			hidden_effect = {
				scope:newly_created_artifact = {
					destroy_artifact = this
				}
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner - But take her Armour
		option = {
			name = regula_raiding.0202.reward

			# Take her Armour
			scope:newly_created_artifact = {
				set_owner = {
					target = scope:raider
					history = {
						type = stolen
						actor = scope:raid_prisoner
						recipient = scope:raider
					}
				}
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			stress_impact = {
				greedy = minor_stress_impact_loss
			}
		}
	}

	# Capture Ranger
	regula_raiding.0203 = {
		type = character_event
		title = regula_raiding.0203.t
		desc = regula_raiding.0203.desc
		theme = battle

		override_background = { reference = courtyard }

		left_portrait = {
			character = root
			animation = paranoia
		}

		right_portrait = {
			character = scope:raid_prisoner
			scripted_animation = bow_drawn
		}

		artifact = {
			target = scope:newly_created_artifact
			position = lower_center_portrait
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_castle_ranger_character
			}
			scope:created_character = { 
				save_scope_as = raid_prisoner
				add_character_flag = wear_armor
			}

			# Create Armour
			### Combined wealth and quality determines tier
			# 50-129 Masterwork 
			# 130-179 Famed 
			# 180+ Illustrious
			# Using values that roughly give Common and Masterwork
			save_scope_value_as = {
				name = wealth
				value = {
					value = 0
					add = { 1 25 }
				}
			}
			save_scope_value_as = {
				name = quality
				value = {
					value = 0
					add = { 15 64 }
				}
			}

			# Make a bow for her and equip it
			scope:raid_prisoner = {
				create_artifact_bow_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_BOW_TYPE = flag:no }
				scope:newly_created_artifact = {
					equip_artifact_to_owner = yes
				}
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_medium_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0203.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
				remove_character_flag = wear_armor
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0203.sex

			add_piety = medium_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = medium_stress_impact_loss
			}

			hidden_effect = {
				scope:newly_created_artifact = {
					destroy_artifact = this
				}
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0203.reward

			# Take Bow
			scope:newly_created_artifact = {
				set_owner = {
					target = scope:raider
					history = {
						type = stolen
						actor = scope:raid_prisoner
						recipient = scope:raider
					}
				}
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			stress_impact = {
				greedy = medium_stress_impact_loss
			}
		}
	}

	# Capture Princess
	regula_raiding.0204 = {
		type = character_event
		title = regula_raiding.0204.t
		desc = regula_raiding.0204.desc
		theme = battle

		override_background = { reference = council_chamber }

		left_portrait = {
			character = root
			animation = personality_rational
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = prisonhouse
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }

			global_var:magister_character.culture = {
				has_cultural_tradition = tradition_famuli_warriors
			}
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = generate
				template = regula_generated_castle_princess_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_major_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0204.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				compassionate = minor_stress_impact_gain
				greedy = minor_stress_impact_gain
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0204.sex

			add_piety = major_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0204.reward

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			# Add ransom gold
			add_gold = major_gold_value

			stress_impact = {
				greedy = medium_stress_impact_loss
			}
		}
	}

	# Recruit Princess and Knight
	regula_raiding.0205 = {
		type = character_event
		title = regula_raiding.0205.t
		desc = regula_raiding.0205.desc
		theme = friendly

		override_background = { reference = throne_room }

		left_portrait = {
			character = scope:raid_prisoner_1
			animation = flirtation
		}

		right_portrait = {
			character = scope:raid_prisoner_2
			animation = marshal
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = yes }
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = generate
				template = regula_generated_castle_princess_character
			}
			scope:created_character = { save_scope_as = raid_prisoner_1 }

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_castle_knight_character
			}
			scope:created_character = {
				save_scope_as = raid_prisoner_2
				add_character_flag = wear_armor
			}

			# Make them friends
			hidden_effect = {
				scope:raid_prisoner_1 = {
					set_relation_friend = scope:raid_prisoner_2
				}
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_major_glory = yes
		}

		# Recruit both
		option = {
			name = regula_raiding.0205.capture

			add_courtier = scope:raid_prisoner_1
			add_courtier = scope:raid_prisoner_2

			scope:raid_prisoner_2 = {
				remove_character_flag = wear_armor
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex both
		option = {
			name = regula_raiding.0205.sex

			add_piety = major_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_1 }
			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_2 }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner_1 = {	death = { death_reason = death_disappearance }}
				scope:raid_prisoner_2 = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave them
		option = {
			name = regula_raiding.0205.reward

			hidden_effect = {
				scope:raid_prisoner_1 = {	death = { death_reason = death_disappearance }}
				scope:raid_prisoner_2 = {	death = { death_reason = death_disappearance }}
			}

			# Add some bonus gold
			add_gold = major_gold_value

			stress_impact = {
				greedy = medium_stress_impact_loss
			}
		}
	}

## Church/Temple Events
	# Capture Priestess
	regula_raiding.0301 = {
		type = character_event
		title = regula_raiding.0301.t
		desc = regula_raiding.0301.desc
		theme = battle

		override_background = { reference = temple_scope }

		left_portrait = {
			character = root
			animation = flirtation
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = fear
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_temple_priestess_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_medium_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0301.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}


			stress_impact = {
				compassionate = minor_stress_impact_gain
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0301.sex

			add_piety = major_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0301.reward

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			# Fervor gain + Loss
			scope:raider.faith = {
				change_fervor = {
					value = 5
					desc = fervor_gain_regula_domination
				}
			}

			scope:sacked_county.faith = {
				change_fervor = {
					value = -3
					desc = fervor_loss_regula_domination
				}
			}

			# Convert County
			scope:sacked_county = {
				set_county_faith = scope:raider.faith
			}

			stress_impact = {
				zealous  = minor_stress_impact_loss
			}
		}
	}

	# Capture Gardener
	regula_raiding.0302 = {
		type = character_event
		title = regula_raiding.0302.t
		desc = regula_raiding.0302.desc
		theme = battle

		override_background = { reference = garden }

		left_portrait = {
			character = root
			animation = personality_forgiving
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = idle
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_temple_gardener_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0302.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0302.sex

			add_piety = medium_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0302.reward

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			# Health boost
			add_character_modifier = {
				modifier = feast_hearty_diet_modifier
				years = 10
			}

			stress_impact = {
				gluttonous = minor_stress_impact_loss
			}
		}
	}

	# Capture Head Priestess
	regula_raiding.0303 = {
		type = character_event
		title = regula_raiding.0303.t
		desc = regula_raiding.0303.desc
		theme = battle

		override_background = { reference = temple_scope }

		left_portrait = {
			character = root
			animation = eyeroll
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = beg
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }

			global_var:magister_character.culture = {
				has_cultural_tradition = tradition_famuli_warriors
			}
		}

		immediate = {
			# For loc.
			scope:sacked_county.holder = { save_scope_as = sacked_county_owner }

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_temple_head_priestess_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_major_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0303.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
				compassionate = minor_stress_impact_gain
				forgiving = minor_stress_impact_gain
			}
		}

		# Sex
		option = {
			name = regula_raiding.0303.sex

			add_piety = major_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0303.reward

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			# Fervor gain + Loss
			scope:raider.faith = {
				change_fervor = {
					value = 5
					desc = fervor_gain_regula_domination
				}
			}

			scope:sacked_county.faith = {
				change_fervor = {
					value = -3
					desc = fervor_loss_regula_domination
				}
			}

			# Convert County
			scope:sacked_county = {
				set_county_faith = scope:raider.faith
			}

			# Maybe Convert nearby counties
			# Uses fervor as base stat with a bit of random swing
			scope:sacked_county = {
				every_neighboring_county = {
					random = { 
						chance = {
							value = scope:raider.faith.fervor
							add = {-25 25} # Bit of randomness
							subtract = scope:sacked_county.faith.fervor
						}
						set_county_faith = scope:raider.faith
					}
				}
			}

			stress_impact = {
				zealous = minor_stress_impact_loss
			}
		}
	}

	# Recruit initiates
	regula_raiding.0304 = {
		type = character_event
		title = regula_raiding.0304.t
		desc = regula_raiding.0304.desc
		theme = friendly

		override_background = { reference = temple_scope }

		left_portrait = {
			character = scope:raid_prisoner_1
			animation = happiness
		}

		right_portrait = {
			character = scope:raid_prisoner_2
			animation = happiness
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = yes }
		}

		# More likely if Magisters culture has Virgo training
		weight_multiplier = {
			base = 1
			modifier = {
				factor = 2
				global_var:magister_character.culture = {
					has_innovation = innovation_regula_virgo_training
				}
			}
		}

		immediate = {

			random_list = {
				100 = {
					create_character = { save_temporary_scope_as = created_character location = scope:sacked_barony.title_province culture = scope:sacked_county.culture faith = scope:sacked_county.faith gender = female dynasty = none template = regula_initiate_solider_common_character }
				}
				100 = {
					create_character = { save_temporary_scope_as = created_character location = scope:sacked_barony.title_province culture = scope:sacked_county.culture faith = scope:sacked_county.faith gender = female dynasty = none template = regula_initiate_spy_common_character }
				}
				100 = {
					create_character = { save_temporary_scope_as = created_character location = scope:sacked_barony.title_province culture = scope:sacked_county.culture faith = scope:sacked_county.faith gender = female dynasty = none template = regula_initiate_priestess_common_character }
				}
				100 = {
					create_character = { save_temporary_scope_as = created_character location = scope:sacked_barony.title_province culture = scope:sacked_county.culture faith = scope:sacked_county.faith gender = female dynasty = none template = regula_initiate_lady_common_character }
				}
				100 = {
					create_character = { save_temporary_scope_as = created_character location = scope:sacked_barony.title_province culture = scope:sacked_county.culture faith = scope:sacked_county.faith gender = female dynasty = none template = regula_initiate_breeder_common_character }
				}
			}
			scope:created_character = { save_scope_as = raid_prisoner_1 }

			random_list = {
				100 = {
					create_character = { save_temporary_scope_as = created_character location = scope:sacked_barony.title_province culture = scope:sacked_county.culture faith = scope:sacked_county.faith gender = female dynasty = none template = regula_initiate_solider_common_character }
				}
				100 = {
					create_character = { save_temporary_scope_as = created_character location = scope:sacked_barony.title_province culture = scope:sacked_county.culture faith = scope:sacked_county.faith gender = female dynasty = none template = regula_initiate_spy_common_character }
				}
				100 = {
					create_character = { save_temporary_scope_as = created_character location = scope:sacked_barony.title_province culture = scope:sacked_county.culture faith = scope:sacked_county.faith gender = female dynasty = none template = regula_initiate_priestess_common_character }
				}
				100 = {
					create_character = { save_temporary_scope_as = created_character location = scope:sacked_barony.title_province culture = scope:sacked_county.culture faith = scope:sacked_county.faith gender = female dynasty = none template = regula_initiate_lady_common_character }
				}
				100 = {
					create_character = { save_temporary_scope_as = created_character location = scope:sacked_barony.title_province culture = scope:sacked_county.culture faith = scope:sacked_county.faith gender = female dynasty = none template = regula_initiate_breeder_common_character }
				}
			}
			scope:created_character = { save_scope_as = raid_prisoner_2 }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_medium_glory = yes
		}

		# Take them
		option = {
			name = regula_raiding.0304.capture

			add_courtier = scope:raid_prisoner_1
			add_courtier = scope:raid_prisoner_2

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0304.sex

			add_piety = massive_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_1 }
			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_2 }

			stress_impact = {
				lustful = major_stress_impact_loss
				zealous = minor_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner_1 = {	death = { death_reason = death_disappearance }}
				scope:raid_prisoner_2 = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave them
		option = {
			name = regula_raiding.0304.reward

			hidden_effect = {
				scope:raid_prisoner_1 = { death = { death_reason = death_disappearance } }
				scope:raid_prisoner_2 = { death = { death_reason = death_disappearance } }
			}

			# Fervor gain
			scope:raider.faith = {
				change_fervor = {
					value = 5
					desc = fervor_gain_regula_domination
				}
			}

			# Uses fervor as base stat with a bit of random swing
			scope:sacked_county = {
				every_neighboring_county = {
					random = { 
						chance = {
							value = scope:raider.faith.fervor
							add = {-5 35} # Bit of randomness
							subtract = scope:sacked_county.faith.fervor
						}
						set_county_faith = scope:raider.faith
					}
				}
			}

			stress_impact = {
				zealous = minor_stress_impact_loss
			}
		}
	}

## City Events
	# Capture Merchant
	regula_raiding.0401 = {
		type = character_event
		title = regula_raiding.0401.t
		desc = regula_raiding.0401.desc
		theme = battle

		override_background = { reference = burning_building }

		left_portrait = {
			character = root
			animation = aggressive_sword
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = sadness
		}

		# More likely if you have stewardship lifestyle
		weight_multiplier = {
			base = 1
			modifier = {
				factor = 2
				has_focus_stewardship = yes
			}
		}

		immediate = {

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_city_merchant_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0401.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				greedy = minor_stress_impact_gain
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0401.sex

			add_piety = medium_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0401.reward

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			# Add some bonus gold
			add_gold = medium_gold_value

			stress_impact = {
				greedy = minor_stress_impact_loss
			}
		}
	}

	# Capture Diplomat
	regula_raiding.0402 = {
		type = character_event
		title = regula_raiding.0402.t
		desc = regula_raiding.0402.desc
		theme = battle

		override_background = { reference = burning_building }

		left_portrait = {
			character = root
			animation = eyeroll
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = chancellor
		}

		# More likely if you have diplomacy lifestyle
		weight_multiplier = {
			base = 1
			modifier = {
				factor = 2
				has_focus_diplomacy = yes
			}
		}

		immediate = {

			# For loc.
			scope:sacked_county.holder = { save_scope_as = sacked_county_owner }

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_city_diplomat_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0402.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0402.sex

			add_piety = medium_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0402.reward

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			# Gain a claim on the county
			add_unpressed_claim = scope:sacked_county


			stress_impact = {
				ambitious = minor_stress_impact_loss
			}
		}
	}

	# Capture Spy
	regula_raiding.0403 = {
		type = character_event
		title = regula_raiding.0403.t
		desc = regula_raiding.0403.desc
		theme = battle

		override_background = { reference = burning_building }

		left_portrait = {
			character = root
			animation = aggressive_dagger
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = beg
		}

		# More likely if you have intrigue lifestyle
		weight_multiplier = {
			base = 1
			modifier = {
				factor = 2
				has_focus_intrigue = yes
			}
		}

		immediate = {
			
			# For loc.
			scope:sacked_county.holder = { save_scope_as = sacked_county_owner }

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_city_spy_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0403.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0403.sex

			add_piety = medium_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0403.reward

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			# Gain minor intrigue bonus
			add_character_modifier = {
				modifier = intrigue_hoarding_secrets_modifier
				years = 5
			}

			# Reveal a secret from the court this county is from
			scope:sacked_county.holder = {
				if = {
					limit = {
						any_known_secret = {
							NOT = { is_known_by = scope:raider }
							count >= 1
						}
					}
					every_known_secret = {
						limit = {
							NOT = { is_known_by = scope:raider }
						}
						reveal_to = scope:raider
					}
				}
				else = {
					custom_tooltip = {
						text = regula_raiding.0403.reward_tooltip_none
					}
				}
			}

			stress_impact = {
				paranoid = minor_stress_impact_loss
			}
		}
	}

	# Capture Guard
	regula_raiding.0404 = {
		type = character_event
		title = regula_raiding.0404.t
		desc = regula_raiding.0404.desc
		theme = battle

		override_background = { reference = burning_building }

		left_portrait = {
			character = root
			animation = schadenfreude
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = prisonhouse
		}

		artifact = {
			target = scope:newly_created_artifact
			position = lower_center_portrait
		}

		# More likely if you have martial lifestyle
		weight_multiplier = {
			base = 1
			modifier = {
				factor = 2
				has_focus_martial = yes
			}
		}

		immediate = {

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_city_guard_character
			}
			scope:created_character = {
				save_scope_as = raid_prisoner
				add_character_flag = wear_armor
			}

			### Combined wealth and quality determines tier
			# 50-129 Masterwork 
			# 130-179 Famed 
			# 180+ Illustrious
			# Using values that roughly give Common and Masterwork
			save_scope_value_as = {
				name = wealth
				value = {
					value = 0
					add = { 1 25 }
				}
			}
			save_scope_value_as = {
				name = quality
				value = {
					value = 0
					add = { 15 64 }
				}
			}

			scope:raid_prisoner = {
				random_list = {
					100 = { create_artifact_weapon_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_WEAPON_TYPE = flag:artifact_weapon_type_sword } }
					100 = { create_artifact_weapon_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_WEAPON_TYPE = flag:artifact_weapon_type_mace } }
					100 = { create_artifact_weapon_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_WEAPON_TYPE = flag:artifact_weapon_type_spear } }
					100 = { create_artifact_weapon_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_WEAPON_TYPE = flag:artifact_weapon_type_axe } }
					100 = { create_artifact_weapon_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_WEAPON_TYPE = flag:artifact_weapon_type_hammer } }
					100 = { create_artifact_weapon_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_WEAPON_TYPE = flag:artifact_weapon_type_dagger } }
				}
				scope:newly_created_artifact = {
					equip_artifact_to_owner = yes
				}
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0404.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
				remove_character_flag = wear_armor
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0404.sex

			add_piety = medium_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:newly_created_artifact = {
					destroy_artifact = this
				}
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0404.reward

			# Gain a common weapon
			scope:newly_created_artifact = {
				set_owner = {
					target = scope:raider
					history = {
						type = stolen
						actor = scope:raid_prisoner
						recipient = scope:raider
					}
				}
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			stress_impact = {
				greedy = minor_stress_impact_loss
			}
		}
	}

	# Capture Teacher
	regula_raiding.0405 = {
		type = character_event
		title = regula_raiding.0405.t
		desc = regula_raiding.0405.desc
		theme = battle

		override_background = { reference = burning_building }

		left_portrait = {
			character = root
			animation = personality_rational
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = throne_room_writer
		}

		artifact = {
			target = scope:newly_created_artifact
			position = lower_center_portrait
		}

		# More likely if you have learning lifestyle
		weight_multiplier = {
			base = 1
			modifier = {
				factor = 2
				has_focus_learning = yes
			}
		}

		immediate = {

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_city_teacher_character
			}

			scope:created_character = { save_scope_as = raid_prisoner }

			### Combined wealth and quality determines tier
			# 50-129 Masterwork 
			# 130-179 Famed 
			# 180+ Illustrious
			# Using values that roughly give Common and Masterwork
			save_scope_value_as = {
				name = wealth
				value = {
					value = 0
					add = { 1 25 }
				}
			}
			save_scope_value_as = {
				name = quality
				value = {
					value = 0
					add = { 15 64 }
				}
			}

			scope:raid_prisoner = {
				random_list = {
					100 = { create_artifact_book_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_SUBJECT = flag:martial SET_TOPIC = flag:no } }
					100 = { create_artifact_book_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_SUBJECT = flag:stewardship SET_TOPIC = flag:no } }
					100 = { create_artifact_book_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_SUBJECT = flag:diplomacy SET_TOPIC = flag:no } }
					100 = { create_artifact_book_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_SUBJECT = flag:intrigue SET_TOPIC = flag:no } }
					100 = { create_artifact_book_effect = { OWNER = scope:raid_prisoner CREATOR = scope:raid_prisoner SET_SUBJECT = flag:learning SET_TOPIC = flag:no } }
				}
				scope:newly_created_artifact = {
					equip_artifact_to_owner = yes
				}
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0405.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0405.sex

			add_piety = medium_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:newly_created_artifact = {
					destroy_artifact = this
				}
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0405.reward

			# Gain a book
			scope:newly_created_artifact = {
				set_owner = {
					target = scope:raider
					history = {
						type = stolen
						actor = scope:raid_prisoner
						recipient = scope:raider
					}
				}
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			stress_impact = {
				diligent = minor_stress_impact_loss
			}
		}
	}

## Generic Events
	# These events should always be applicable, regardless of holding. We should use modifiers to make them more/less likely
	# The specific raiding events (per holding type) above should add these events to their possible events, where appropriate
	# Capture Farmers Daughter
	regula_raiding.0501 = {
		type = character_event
		title = regula_raiding.0501.t
		desc = {
			first_valid = {
				triggered_desc = { 
					trigger = {
						scope:sacked_county = { is_regula_trigger = yes }
					}
					desc = regula_raiding.0501.desc_alt
				}
				desc = regula_raiding.0501.desc
			}
		}
		theme = battle

		override_background = { reference = feast }

		left_portrait = {
			character = root
			triggered_animation = {
				trigger = {
					age < 18
				}
				animation = flirtation
			}
			animation = drink
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = idle
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_generic_farmgirl_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0501.capture

			trigger = {
				scope:raid_prisoner = { is_regula_trigger = no }
			}

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Recruit (If Magi)
		option = {
			name = regula_raiding.0501.capture_alt

			trigger = {
				scope:raid_prisoner = { is_regula_trigger = yes }
			}

			add_courtier = scope:raid_prisoner

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0501.sex

			add_piety = medium_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0501.reward

			# Well provisioned army
			add_character_modifier = {
				modifier = warfare_well_provisioned_troops_modifier
				years = 5
			}


			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			stress_impact = {
				greedy = minor_stress_impact_loss
			}
		}
	}

	# Capture Foreign Adventurer
	regula_raiding.0502 = {
		type = character_event
		title = regula_raiding.0502.t
		desc = regula_raiding.0502.desc
		theme = battle

		override_background = { reference = wilderness }

		left_portrait = {
			character = root
			animation = celebrate_sword
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = sword_yield_start
		}

		immediate = {
			# Find a random county thats far away from this one
			# Preferably with a different culture and not part of Magisters realm
			random_county = {
				limit = {
					squared_distance = {
						target = scope:sacked_county
						value >= 5000
					}
				}
				weight = {
					modifier = {
						factor = 3
						root.culture != this.culture
					}
				}
				save_scope_as = exotic_county
			}

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:exotic_county.culture
				faith = scope:exotic_county.faith
				gender = female
				dynasty = generate
				template = regula_generated_generic_adventurer_princess_character
			}
			scope:created_character = { 
				save_scope_as = raid_prisoner
				add_character_flag = wear_armor
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0502.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
				remove_character_flag = wear_armor
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0502.sex

			add_piety = massive_prestige_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0502.reward

			# Prestige gain
			add_prestige = massive_prestige_gain

			# Cultural acceptance with her culture
			scope:exotic_county.culture = {
				change_cultural_acceptance = {
					target = root.culture
					value = 25
					desc = regula_raiding.0502.reward.cultural_acceptance
				}
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			stress_impact = {
				arrogant = minor_stress_impact_loss
			}
		}
	}

	# Capture Orphans
	regula_raiding.0503 = {
		type = character_event
		title = regula_raiding.0503.t
		desc = {
			first_valid = {
				triggered_desc = { 
					trigger = {
						scope:sacked_county = { is_regula_trigger = yes }
					}
					desc = regula_raiding.0503.desc_alt
				}
				desc = regula_raiding.0503.desc
			}
		}
		theme = battle

		override_background = { reference = corridor_night }

		left_portrait = {
			character = scope:raid_prisoner_1
			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:sacked_county = { is_regula_trigger = no }
					}
					animation = { beg fear stress grief worry }
				}
				triggered_animation = {
					trigger = {
						scope:sacked_county = { is_regula_trigger = yes }
					}
					animation = { love idle admiration ecstasy }
				}
			}
		}

		right_portrait = {
			character = scope:raid_prisoner_2
			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:sacked_county = { is_regula_trigger = no }
					}
					animation = { beg fear stress grief worry }
				}
				triggered_animation = {
					trigger = {
						scope:sacked_county = { is_regula_trigger = yes }
					}
					animation = { love idle admiration ecstasy }
				}
			}
		}

		lower_center_portrait = {
			character = scope:raid_prisoner_3
			animation = idle
		}

		immediate = {
			# For Adopt Loc
			root = {
				save_scope_as = actor
			}

			create_character = {
				save_temporary_scope_as = created_character
				age = 45
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = generate
				template = regula_generated_generic_peasant_character
			}
			scope:created_character = {
				save_scope_as = orphan_mother
				death = { death_reason = death_childbirth }
			}

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_generic_orphan_elder
			}
			scope:created_character = {
				hidden_effect = {
					set_mother = scope:orphan_mother
					set_house = scope:orphan_mother.house
				}
				save_scope_as = raid_prisoner_1
			}

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_generic_orphan_middle
			}
			scope:created_character = {
				hidden_effect = {
					set_mother = scope:orphan_mother
					set_house = scope:orphan_mother.house
				}
				save_scope_as = raid_prisoner_2
			}

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_generic_orphan_youngest
			}
			scope:created_character = {
				hidden_effect = {
					set_mother = scope:orphan_mother
					set_house = scope:orphan_mother.house
				}
				save_scope_as = raid_prisoner_3
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Adopt
		option = {
			name = regula_raiding.0503.recruit_adopt

			trigger = {
				NOT = { 
					has_game_rule = no_adoption
				}
			}

			regula_adopt_effect = {
				CHILD = scope:raid_prisoner_1
				ADOPTER = root
			}
			regula_adopt_effect = {
				CHILD = scope:raid_prisoner_2
				ADOPTER = root
			}
			regula_adopt_effect = {
				CHILD = scope:raid_prisoner_3
				ADOPTER = root
			}

			stress_impact = {
				compassionate = minor_stress_impact_loss
			}
		}

		# Recruit as courtiers
		option = {
			name = regula_raiding.0503.recruit_court

			add_courtier = scope:raid_prisoner_1
			add_courtier = scope:raid_prisoner_2
			add_courtier = scope:raid_prisoner_3

			stress_impact = {
				compassionate = minor_stress_impact_loss
			}
		}

		# Take prisoner
		option = {
			name = regula_raiding.0503.capture

			trigger = {
				scope:sacked_county = { is_regula_trigger = no }
			}

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner_1
				IMPRISONER = root
			}
			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner_2
				IMPRISONER = root
			}
			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner_3
				IMPRISONER = root
			}

			scope:raid_prisoner_1 = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}
			scope:raid_prisoner_2 = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}
			scope:raid_prisoner_3 = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0503.sex

			add_piety = massive_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_1 }
			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_2 }
			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_3 }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner_1 = { death = { death_reason = death_disappearance }}
				scope:raid_prisoner_2 = { death = { death_reason = death_disappearance }}
				scope:raid_prisoner_3 = { death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0503.reward

			# Dynasty Prestige bonus
			dynasty = {
				add_dynasty_prestige = major_dynasty_prestige_gain
			}

			hidden_effect = {
				scope:raid_prisoner_1 = { death = { death_reason = death_disappearance }}
				scope:raid_prisoner_2 = { death = { death_reason = death_disappearance }}
				scope:raid_prisoner_3 = { death = { death_reason = death_disappearance }}
			}

			stress_impact = {
				ambitious = minor_stress_impact_loss
				arrogant = minor_stress_impact_loss
			}
		}
	}

	# Capture Dwarf in a Barrel
	regula_raiding.0504 = {
		type = character_event
		title = regula_raiding.0504.t
		desc = regula_raiding.0504.desc
		theme = battle

		override_background = {
			trigger = {
				has_bp1_dlc_trigger = yes
			}
			reference = bp1_wine_cellar 
		}

		override_background = {
			reference = tavern
		}

		left_portrait = {
			character = root
			animation = idle
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = beg
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }
		}

		# If you or the owner of the barony are Eager Reveler, add bonus chance
		weight_multiplier = {
			base = 1
			modifier = {
				factor = 2
				OR = {
					has_trait = lifestyle_reveler
					scope:sacked_county.holder = {
						has_trait = lifestyle_reveler
					}
				}
			}
		}

		immediate = {

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_generic_dwarf_character
			}
			scope:created_character = {
				save_scope_as = raid_prisoner
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0504.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				lustful = minor_stress_impact_loss

				gluttonous = minor_stress_impact_gain
				greedy = minor_stress_impact_gain
			}
		}

		# Sex
		option = {
			name = regula_raiding.0504.sex

			add_piety = medium_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				gluttonous = minor_stress_impact_gain
				greedy = minor_stress_impact_gain
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0504.reward

			trigger = {
				NOT = { has_trait = lifestyle_reveler }
			}

			# Prestige
			add_prestige = medium_prestige_gain

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			stress_impact = {
				greedy = minor_stress_impact_loss
				gluttonous = minor_stress_impact_loss
			}
		}

		# Leave prisoner
		# Eager Reveler bonus
		option = {
			name = regula_raiding.0504.reward_alt

			trait = lifestyle_reveler

			trigger = {
				has_trait = lifestyle_reveler
			}

			# Prestige
			add_prestige = {
				value = medium_prestige_gain
				multiply = 2
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}

			stress_impact = {
				greedy = minor_stress_impact_loss
				gluttonous = minor_stress_impact_loss
			}
		}
	}

	# Capture some Peasants
	# This event should never have any triggers, it should be the final fallback raid event
	regula_raiding.0505 = {
		type = character_event
		title = regula_raiding.0505.t
		desc = {
			first_valid = {
				triggered_desc = { 
					trigger = {
						scope:sacked_county = { is_regula_trigger = yes }
					}
					desc = regula_raiding.0505.desc_alt
				}
				desc = regula_raiding.0505.desc
			}
		}
		theme = battle

		override_background = { reference = burning_building }

		left_portrait = {
			character = scope:raid_prisoner_1
			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:sacked_county = { is_regula_trigger = no }
					}
					animation = { beg fear stress grief worry }
				}
				triggered_animation = {
					trigger = {
						scope:sacked_county = { is_regula_trigger = yes }
					}
					animation = { love idle admiration ecstasy }
				}
			}
		}

		right_portrait = {
			character = scope:raid_prisoner_2

			scripted_animation = {
				triggered_animation = {
					trigger = {
						scope:sacked_county = { is_regula_trigger = no }
					}
					animation = { beg fear stress grief worry }
				}
				triggered_animation = {
					trigger = {
						scope:sacked_county = { is_regula_trigger = yes }
					}
					animation = { love idle admiration ecstasy }
				}
			}
		}

		lower_center_portrait = {
			character = scope:raid_prisoner_3
			animation = idle
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_generic_peasant_character
			}
			scope:created_character = {
				save_scope_as = raid_prisoner_1
			}

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_generic_peasant_character
			}
			scope:created_character = {
				save_scope_as = raid_prisoner_2
			}

			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_generic_peasant_character
			}
			scope:created_character = {
				save_scope_as = raid_prisoner_3
			}


			# If we have an enslaver, give them glory
			regula_enslaver_gain_minor_glory = yes
		}

		# Take prisoner
		option = {
			name = regula_raiding.0505.capture

			trigger = {
				scope:sacked_county = { is_regula_trigger = no }
			}

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner_1
				IMPRISONER = root
			}
			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner_2
				IMPRISONER = root
			}
			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner_3
				IMPRISONER = root
			}

			scope:raid_prisoner_1 = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}
			scope:raid_prisoner_2 = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}
			scope:raid_prisoner_3 = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Recruit (If Magi)
		option = {
			name = regula_raiding.0505.capture_alt

			trigger = {
				scope:sacked_county = { is_regula_trigger = yes }
			}

			add_courtier = scope:raid_prisoner_1
			add_courtier = scope:raid_prisoner_2
			add_courtier = scope:raid_prisoner_3

			stress_impact = {
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0505.sex

			add_piety = major_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_1 }
			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_2 }
			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner_3 }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner_1 = {	death = { death_reason = death_disappearance }}
				scope:raid_prisoner_2 = {	death = { death_reason = death_disappearance }}
				scope:raid_prisoner_3 = {	death = { death_reason = death_disappearance }}
			}
		}

		# Leave prisoner
		option = {
			name = regula_raiding.0505.reward

			add_legitimacy = medium_legitimacy_gain

			hidden_effect = {
				scope:raid_prisoner_1 = {	death = { death_reason = death_disappearance }}
				scope:raid_prisoner_2 = {	death = { death_reason = death_disappearance }}
				scope:raid_prisoner_3 = {	death = { death_reason = death_disappearance }}
			}

			stress_impact = {
				greedy = minor_stress_impact_loss
			}
		}
	}

	# Capture Bride (not Grand wedding)
	regula_raiding.0506 = {
		type = character_event
		title = regula_raiding.0506.t
		desc = regula_raiding.0506.desc
		theme = battle

		override_background = {
			trigger = {
				has_ep2_dlc_trigger = yes
			}
			reference = ep2_wedding_ceremony 
		}

		override_background = {
			reference = temple
		}

		left_portrait = {
			character = root
			animation = personality_rational
		}

		right_portrait = {
			character = scope:raid_prisoner
			outfit_tags = { spouse_outfit }
			animation = rage
		}

		trigger = {
			scope:sacked_county = { is_regula_trigger = no }
		}

		# More likely if you have don't have enough wives for your current rank
		weight_multiplier = {
			base = 1
			modifier = {
				factor = 2
				OR = {
					important_action_is_valid_but_invisible = action_too_few_spouses
					important_action_is_visible = action_too_few_spouses
				}
			}
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = generate
				template = regula_generated_castle_princess_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# If we have an enslaver, give them glory
			regula_enslaver_gain_major_glory = yes
		}

		# Capture
		option = {
			name = regula_raiding.0506.capture

			# Block default imprison event and use prisoner of war capture effect
			hidden_effect = {
				add_character_flag = {
					flag = block_imprisonment_event
					days = 1
				}
			}

			prisoner_of_war_capture_effect = {
				TARGET = scope:raid_prisoner
				IMPRISONER = root
			}

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = imprisoned_me
				}
			}

			stress_impact = {
				compassionate = minor_stress_impact_gain
				greedy = minor_stress_impact_gain
				lustful = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0506.sex

			add_piety = massive_piety_gain

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}

		# Marry
		option = {
			name = regula_raiding.0506.reward

			# Marry me!
			marry = scope:raid_prisoner

			scope:raid_prisoner = {
				add_opinion = {
					target = root
					modifier = kindness_opinion
					opinion = 20
				}
			}

			stress_impact = {
				greedy = medium_stress_impact_loss
			}
		}

		# Concubine
		option = {
			name = regula_raiding.0506.reward_alt

			# Concubine
			make_concubine = scope:raid_prisoner

			stress_impact = {
				greedy = medium_stress_impact_loss
			}
		}
	}

	# Capture Witch
	regula_raiding.0507 = {
		type = character_event
		title = regula_raiding.0507.t
		desc = regula_raiding.0507.desc
		theme = battle

		override_background = {
			trigger = {
				has_ep2_dlc_trigger = yes
			}
			reference = ep2_hunt_forest_hut
		}

		override_background = {
			reference = wilderness_forest
		}

		left_portrait = {
			character = root
			animation = aggressive_unarmed
		}

		right_portrait = {
			character = scope:raid_prisoner
			animation = personality_rational
		}

		# Can happen in Regula province (she lives alone)
		# Only happens in terrains that would have a forest
		# Also Magister has to have a decent enough trait rank
		trigger = {
			scope:sacked_barony.title_province = {
				NOR = {
					terrain = desert
					terrain = desert_mountains
					terrain = drylands
					terrain = steppe
				}
			}

			has_trait_rank = {
				trait = magister_trait_group
				rank >= 4
			}
		}

		# More likely if you have learning lifestyle
		weight_multiplier = {
			base = 1
			modifier = {
				factor = 2
				has_focus_learning = yes
			}
		}

		immediate = {
			create_character = {
				save_temporary_scope_as = created_character
				location = scope:sacked_barony.title_province
				culture = scope:sacked_county.culture
				faith = scope:sacked_county.faith
				gender = female
				dynasty = none
				template = regula_generated_generic_witch_character
			}
			scope:created_character = { save_scope_as = raid_prisoner }

			# Get charmed
			hidden_effect = {
				scope:raid_prisoner = {
					fascinare_success_effect = { CHARACTER = root }
					create_memory_fascinare_scheme = { CHARACTER = root }
				}
			}

			# If we have an enslaver, give them glory
			regula_enslaver_gain_major_glory = yes
		}

		# Recruit
		option = {
			name = regula_raiding.0507.capture

			add_courtier = scope:raid_prisoner

			stress_impact = {
				lustful = minor_stress_impact_loss
				zealous = minor_stress_impact_loss
				ambitious = minor_stress_impact_loss
				forgiving = minor_stress_impact_loss
			}
		}

		# Sex
		option = {
			name = regula_raiding.0507.sex

			add_piety = {
				value = massive_piety_gain
				multiply = 2
			}

			trait = lustful

			regula_sex_with_raid_prisoner = { TARGET = scope:raid_prisoner }

			stress_impact = {
				lustful = major_stress_impact_loss
				ambitious = minor_stress_impact_gain
				eccentric = minor_stress_impact_gain
				forgiving = minor_stress_impact_gain
			}

			hidden_effect = {
				scope:raid_prisoner = {	death = { death_reason = death_disappearance }}
			}
		}
	}

## Activity Events
	# These events should occure when their is an ongoing activity in the holding
	# The goal is to grab guests from the activity for these raid events
