become_great_conqueror = {
    if = {
        limit = {
            is_female = yes
        }
        create_bloodline = {
            type = great_conqueror_female
        }
        new_bloodline = {
            set_description = "bloodline_desc_great_conqueror"
        }
    }
    if = {
        limit = {
            is_female = no
        }
        create_bloodline = {
            type = great_conqueror_male
        }
        new_bloodline = {
            set_description = "bloodline_desc_great_conqueror"
        }
    }
    save_event_target_as = great_conqueror
    set_character_flag = great_conqueror
    prestige = 2000
    piety = 1000
    wealth = 500
    health = 1
    fertility = 0.5
    remove_trait = weak
    remove_trait = slow
    remove_trait = imbecile
    remove_trait = dull
    remove_trait = content
    remove_trait = shy
    remove_trait = slothful
    add_trait = diligent
    add_trait = ambitious
    add_trait = adventurer
    random_list = {
        20 = {
            add_trait = strong
            add_trait = sturdy
        }
        20 = {
            add_trait = strong
            add_trait = genius
        }
        20 = {
            add_trait = strong
            add_trait = shrewd
        }
        20 = {
            add_trait = strong
            add_trait = robust
        }
        20 = {
            add_trait = genius
            add_trait = robust
        }
    }
    random = {
        chance = 10
        remove_trait = dwarf
        add_trait = giant
    }
    add_artifact = sword_great_conqueror
    new_artifact = {
        set_name = conqueror_sword_name
        set_description = conqueror_sword_desc
    }
    if = {
        limit = {
            is_nomadic = no
        }
        capital_scope = {
            event_target:great_conqueror = {
                spawn_unit = {
                    province = PREV
                    home = PREV
                    owner = event_target:great_conqueror
                    attrition = 0.25
                    scaled_by_biggest_garrison = 0.65
                    reinforces = yes
                    reinforce_rate_multiplier = 0.25
                    troops = {
                        archers = { 6 6 }
                        light_cavalry = { 3 3 }
                        elite_infantry = { 1 1 }
                        heavy_infantry = { 7 7 }
                    }
                }
                spawn_unit = {
                    province = PREV
                    home = PREV
                    owner = event_target:great_conqueror
                    attrition = 0.25
                    scaled_by_biggest_garrison = 0.65
                    reinforces = yes
                    reinforce_rate_multiplier = 0.25
                    troops = {
                        archers = { 6 6 }
                        light_cavalry = { 3 3 }
                        elite_infantry = { 1 1 }
                        heavy_infantry = { 7 7 }
                    }
                }
                spawn_unit = {
                    province = PREV
                    home = PREV
                    owner = event_target:great_conqueror
                    attrition = 0.25
                    scaled_by_biggest_garrison = 0.65
                    reinforces = yes
                    reinforce_rate_multiplier = 0.25
                    troops = {
                        archers = { 6 6 }
                        light_cavalry = { 3 3 }
                        elite_infantry = { 1 1 }
                        heavy_infantry = { 7 7 }
                    }
                }
            }
        }
    }
    else_if = {
        limit = {
            is_nomadic = yes
        }
        capital_scope = {
            event_target:great_conqueror = {
                spawn_unit = {
                    province = PREV
                    home = PREV
                    owner = event_target:great_conqueror
                    attrition = 0.25
                    reinforces = yes
                    reinforce_rate_multiplier = 0.25
                    troops = {
                        light_cavalry = { 700 700 }
                        horse_archers = { 500 500 }
                        large_cavalry = { 50 50 }
                    }
                }
                spawn_unit = {
                    province = PREV
                    home = PREV
                    owner = event_target:great_conqueror
                    attrition = 0.25
                    reinforces = yes
                    reinforce_rate_multiplier = 0.25
                    troops = {
                        light_cavalry = { 700 700 }
                        horse_archers = { 500 500 }
                        large_cavalry = { 50 50 }
                    }
                }
                spawn_unit = {
                    province = PREV
                    home = PREV
                    owner = event_target:great_conqueror
                    attrition = 0.25
                    reinforces = yes
                    reinforce_rate_multiplier = 0.25
                    troops = {
                        light_cavalry = { 700 700 }
                        horse_archers = { 500 500 }
                        large_cavalry = { 50 50 }
                    }
                }
            }
        }
    }
    if = {
        limit = {
            capital_scope = {
                port = yes
            }
        }
        spawn_fleet = {
            province = closest
            owner = event_target:great_conqueror
            troops = {
                galleys = { 150 150 }
            }
        }
    }
    random_list = {
        10 = {
            give_nickname = nick_the_lawgiver
        }
        10 = {
            give_nickname = nick_the_hammer
        }
        10 = {
            give_nickname = nick_the_conqueror
        }
        10 = {
            give_nickname = nick_the_avenger
        }
        10 = {
            give_nickname = nick_the_fearless
        }
        10 = {
            give_nickname = nick_the_glorious
        }
        10 = {
            give_nickname = nick_the_stranger
        }
        10 = {
            give_nickname = nick_the_legendary
        }
        10 = {
            give_nickname = nick_the_destroyer
        }
        10 = {
            give_nickname = nick_the_world_burner
        }
        10 = {
            give_nickname = nick_the_bear
        }
        10 = {
            give_nickname = nick_the_boar
        }
        10 = {
            give_nickname = nick_the_ironside
        }
        10 = {
            give_nickname = nick_the_lion
        }
        10 = {
            give_nickname = nick_the_lionheart
        }
        10 = {
            give_nickname = nick_the_magnificent
        }
        10 = {
            give_nickname = nick_the_dragon
        }
        10 = {
            give_nickname = nick_the_great
        }
        10 = {
            give_nickname = nick_the_wolf
        }
        10 = {
            give_nickname = nick_the_giant
            add_trait = giant
            remove_trait = dwarf
        }
        10 = {
            give_nickname = nick_the_cyclops
            add_trait = one_eyed
            add_trait = giant
            remove_trait = dwarf
        }
        10 = {
            give_nickname = nick_the_roaring_flame
            set_character_flag = taught_chinese_strategy
            add_trait = master_of_flame
        }
        10 = {
            save_event_target_as = nick_target_the_shield_of_capital
            give_nickname = nick_the_shield_of_capital

        }
        10 = {
            give_nickname = nick_the_goliath
            add_trait = giant
        }
        20 = {
            give_nickname = nick_the_mythological_creature
        }
    }
}

ascend_dragon_aspect = {
    add_age = 500 
    ## look into how add_age_back_effect works

    remove_trait = feeble
    remove_trait = weak
    remove_trait = slow
    remove_trait = imbecile
    remove_trait = dull

    prestige = 2000
    piety = 1000
    wealth = 500

    if = {
        limit = {
            OR = {
                trait = amateurish_plotter 
                trait = flamboyant_schemer  
                trait = intricate_webweaver  
            }
        }
        remove_trait = amateurish_plotter
        remove_trait = flamboyant_schemer
        remove_trait = intricate_webweaver
        add_trait = elusive_shadow 
    }
    if = {
        limit = {
            OR = {
                trait = naive_appeaser  
                trait = underhanded_rogue   
                trait = charismatic_negotiator 
            }
        }
        remove_trait = naive_appeaser 
        remove_trait = underhanded_rogue 
        remove_trait = charismatic_negotiator 
        add_trait = grey_eminence  
    }
    if = {
        limit = {
            OR = {
                trait = indulgent_wastrel  
                trait = thrifty_clerk   
                trait = fortune_builder   
            }
        }
        remove_trait = indulgent_wastrel 
        remove_trait = thrifty_clerk 
        remove_trait = fortune_builder 
        add_trait = midas_touched  
    }
    if = {
        limit = {
            OR = {
                trait = misguided_warrior  
                trait = tough_soldier   
                trait = skilled_tactician   
            }
        }
        remove_trait = misguided_warrior 
        remove_trait = tough_soldier 
        remove_trait = skilled_tactician 
        add_trait = brilliant_strategist  
    }
    
    if = {
        limit = {
            NOR = {
                religion_group = dragon_religion_group 
                religion_group = fel_group  
                religion_group = necromancy_group  
                religion_group = void_group  
            }
        }
        religion = sect_of_the_dragons 
    }
}

random_dragon_adventurer = {
    remove_trait = content
    add_trait = ambitious

    remove_trait = craven
    add_trait = brave

    remove_trait = humble
    add_trait = proud

    remove_trait = kind
    remove_trait = slothful

    # add_trait = adventurer

    if = {
        limit = {
            random_neighbor_independent_ruler = {
                NOT = { has_character_flag = dragon_adventurer_target }
            }
        }
        random_neighbor_independent_ruler = {
            limit = {
                NOT = { has_character_flag = dragon_adventurer_target }
            }
            preferred_limit = {
                real_tier = DUKE
                NOT = { culture_group = dragon_group }
            }
            preferred_limit = {
                NOT = { culture_group = dragon_group }
            }
            set_character_flag = dragon_adventurer_target
            any_demesne_title = {
                add_claim = PREVPREV
            }
        }
    }
    else = {
        random_independent_ruler = {
            limit = {
                distance_from_realm = {
                    who = PREV
                    value <= 250
                }
                NOT = { has_character_flag = dragon_adventurer_target }
            }
            preferred_limit = {
                real_tier = DUKE
                NOT = { culture_group = dragon_group }
            }
            preferred_limit = {
                real_tier = COUNT
                NOT = { culture_group = dragon_group }
            }
            preferred_limit = {
                NOT = { culture_group = dragon_group }
            }
            set_character_flag = dragon_adventurer_target
            any_demesne_title = {
                add_claim = PREVPREV
            }
        }
    }
    

    add_character_modifier = {
        name = aspect_adventurer_buff
        years = 3
    }

    character_event = {
        # id = HL.100
        id = TOG.1200
    }
    character_event = {
        id = WCALT.10
        days = 731
    }

    # liege = {
    #     capital_scope = {
    #         PREVPREV = {
    #             spawn_unit = {
    #                 province = PREV
    #                 home = PREV
    #                 attrition = 0.25
    #                 maintenance_multiplier = 0.1
    #                 reinforces = yes
    #                 reinforce_rate_multiplier = 0.25
    #                 cannot_inherit = yes

    #                 troops = {
    #                     dragons  = { 750 750 }
    #                 }
    #             }
    #         }
    #     }
    # }
}

spawn_dragon_army = {
    spawn_unit = {
        province = capital_scope
        home = capital_scope
        attrition = 0.25
        maintenance_multiplier = 0.01
        reinforces = yes
        reinforce_rate_multiplier = 0.05
        cannot_inherit = yes

        troops = {
            dragons  = { 500 500 }
        }
    }
    spawn_unit = {
        province = capital_scope
        home = capital_scope
        attrition = 0.25
        maintenance_multiplier = 0.01
        reinforces = yes
        reinforce_rate_multiplier = 0.05
        cannot_inherit = yes

        troops = {
            dragons  = { 500 500 }
        }
    }
    spawn_unit = {
        province = capital_scope
        home = capital_scope
        attrition = 0.25
        maintenance_multiplier = 0.01
        reinforces = yes
        reinforce_rate_multiplier = 0.05
        cannot_inherit = yes

        troops = {
            dragons  = { 500 500 }
        }
    }
}