fantasy_migration = {
	name = CB_NAME_INVASION
	war_name = WAR_NAME_INVASION
	sprite = 8
	truce_days = 3650
	hostile_against_others = yes
	is_permanent = yes
	can_ask_to_join_war = yes
	check_de_jure_tier = KING # this scans all de jure kingdoms for the counties which are held by or vassals(or below) of selected character. Only valid if is_permanent = yes
	
	allowed_to_target_tributaries = no
	
	sort_priority = 2000

	on_add = {
	    ROOT = { show_scope_change = no }
		if = {
			limit = { defender = { is_offmap_governor = offmap_china } }
			attacker = {  
				sound_effect = china_angered_emperor
				detract_grace_super_huge_effect = yes 
			}
		}
	}

	can_use = {
		ROOT = { has_character_flag = otherworlden_migrator }
	}
	
	can_use_title = {
	}
	
	is_valid_title = {
	}

	on_success = {
		FROM = {  # Occupied provinces become the attackers religion and culture
			random_realm_province = {
				limit = {
					controlled_by = ROOT
				}
				culture = ROOT
				religion = ROOT
			}
			any_realm_province = {
				limit = {
					any_neighbor_province = {
						culture = ROOT 
						religion = ROOT
					}
					OR = {
						NOT = { religion = ROOT }
						NOT = { culture = ROOT }
					}
					controlled_by = ROOT
				}
				culture = ROOT
				religion = ROOT
			}
			random_realm_province = {
 				limit = {
					any_neighbor_province = {
						culture = ROOT 
						religion = ROOT
					}
					OR = {
						NOT = { religion = ROOT }
						NOT = { culture = ROOT }
					}
					controlled_by = ROOT
				}
				culture = ROOT
				religion = ROOT
			}
		}
		FROM = { # Any realm province that is bordering an occupied province is also taken, you don't get baronies though.
			any_realm_province = {
				limit = {
					any_neighbor_province = {
						controlled_by = ROOT
					}
				}
				county = { usurp_title = ROOT }
			}
			prestige = -200
		}
		ROOT = { # Any occupied province is taken
			prestige = 200
			occupy_minors_of_occupied_settlements = FROM 
			gain_all_occupied_titles = { who = FROM type = invasion }
			
			# In case of nomadic provinces, create tribal settlements
			any_realm_province = {
				limit = {
					NOT = {
						any_province_holding = {
							NOT = { holding_type = nomad }
						}
					}
				}
				build_holding = { type = tribal }
			} 
		    narrative_event = { 
			    id = EADI.36
		    }
			narrative_event = { 
			    id = EADI.37 
		    }
			narrative_event = { 
			    id = EADI.38 
		    }
			narrative_event = { 
			    id = EADI.39
		    }
			narrative_event = { 
			    id = EADI.40 
		    }
			narrative_event = {
			    id = EADI.64
			}
			narrative_event = {
				id = EADI.87
			}
			clr_character_flag = otherworlden_migrator
		}
	}
	
	on_success_title = {
		
		custom_tooltip = {
			text = tribal_invasion_succ_tip
			hidden_tooltip = {
				ROOT = {
					vassalize_or_take_under_title_destroy_duchies = {
						title = PREV
						enemy = FROM
						is_crusade = yes # Even if the title holder is not participating in the war, gain holdings occupied by all Crusade participants
						type = invasion
					}
				}
			}
		}
		
		ROOT = {
		    # In case of tribal provinces, create castle settlements
			any_realm_province = {
				limit = {
					NOR = { 
						culture = oruk
					}
						any_province_holding = {
							holding_type = tribal
						}
				}
				build_holding = { type = castle }
			}
			
			#Debug converting tribal to feudal, just in case
			if = {
			    limit = { 
					NOR = { 
						culture = dark_dwarven 
						culture = oruk
					} 
				}
				set_government_type = feudal_government
			}
			if = {
			    limit = { culture = dark_dwarven }
				set_government_type = dark_dwarven_tyranny_government
			}
		}

		hidden_tooltip = {
			check_if_reconquista_finished_effect = yes
			FROM = {
				landless_pope_effect = yes
			}
		}
	}

	on_fail = {
		ROOT = {
			prestige = -50
			narrative_event = { 
			    id = EADI.46
		    }
			narrative_event = { 
			    id = EADI.47 
		    }
			narrative_event = { 
			    id = EADI.48 
		    }
			narrative_event = { 
			    id = EADI.49
		    }
			narrative_event = { 
			    id = EADI.50 
		    }
			narrative_event = {
				id = EADI.88
			}
			narrative_event = {
				id = EADI.95
			}
			clr_character_flag = otherworlden_migrator
		}
		FROM = {
			prestige = 50
		}
	}

	on_reverse_demand = {
		ROOT = {
			prestige = -1000
			transfer_scaled_wealth = {
				to = FROM
				value = 8.0
			}
			narrative_event = { 
			    id = EADI.46
		    }
			narrative_event = { 
			    id = EADI.47 
		    }
			narrative_event = { 
			    id = EADI.48 
		    }
			narrative_event = { 
			    id = EADI.49
		    }
			narrative_event = { 
			    id = EADI.50 
		    }
			narrative_event = {
				id = EADI.88
			}
			narrative_event = {
				id = EADI.95
			}
			clr_character_flag = otherworlden_migrator
		}
		FROM = {
			prestige = 200
		#Invaders will settle down anyway
		    random_realm_province = {
				culture = ROOT
				religion = ROOT
			}
			any_realm_province = {
				limit = {
					any_neighbor_province = {
						culture = ROOT 
						religion = ROOT
					}
					OR = {
						NOT = { religion = ROOT }
						NOT = { culture = ROOT }
					}
					controlled_by = FROM
				}
				culture = ROOT
				religion = ROOT
			}
			random_realm_province = {
 				limit = {
					any_neighbor_province = {
						culture = ROOT 
						religion = ROOT
					}
					OR = {
						NOT = { religion = ROOT }
						NOT = { culture = ROOT }
					}
					controlled_by = FROM
				}
				culture = ROOT
				religion = ROOT
			}
		}	
	}

	attacker_ai_victory_worth = {
		factor = 500 # Worth more, to make wars drag on longer and make a winning AI get more provinces 
	}
	
	attacker_ai_defeat_worth = {
		factor = 100 # The migrating AI, on the other hand can more easily quit if it is beaten back early
	}

	defender_ai_victory_worth = {
		factor = 50
	}
	
	defender_ai_defeat_worth = {
		factor = 500
	}

	ai_will_do = { 
		factor = 0 # Fired from event for the AI
	}		
}

blood_elves_flower_war_cb = {
	name = CB_NAME_FLOWER_WAR
	war_name = WAR_NAME_FLOWER_WAR
	sprite = 21
	truce_days = 3650
	is_permanent = yes
	can_ask_to_join_war = yes
	allowed_to_target_tributaries = no
	
	sort_priority = 1000
	
	can_use = {
		ROOT = {
			has_dlc = "Holy Fury"
			OR = {
				religion = elven_heresy
			}
			NOT = { same_realm = FROM }
			NOT = { is_liege_or_above = FROM }
			mercenary = no
			trait = bloodthirsty_gods_3
		}
		
		
		FROM = {
			in_revolt = no
			is_nomadic = no
			NOT = { is_offmap_governor = yes }
			NOT = {
				any_war = {
					defender = { character = PREVPREV }
					using_cb = flower_war_cb
				}
			}
		}
	}
	is_valid = {
		ROOT = { 
			OR = {
				religion = elven_heresy
			}
			trait = bloodthirsty_gods_3 
		}
	}

	on_add = {
		hidden_tooltip = { fire_haruspicy_event_effect = yes }
		if = {
			limit = { defender = { is_offmap_governor = offmap_china } }
			attacker = {  
				sound_effect = china_angered_emperor
				detract_grace_super_huge_effect = yes 
			}
		}
	}

	on_success = {
		ROOT = {
			show_scope_change = no
			participation_scaled_piety = 100
			participation_scaled_prestige = 100
			hidden_tooltip = { change_variable = { which = burned_hearts_points value = 5 } }
			religion_authority = {
				modifier = won_flower_war
				years = 30
			}
		}
		any_attacker = {
			limit = { NOT = { character = ROOT } }
			hidden_tooltip = { participation_scaled_piety = 50 }
		}
		FROM = {
			piety = -100
			prestige = -100
			
			if = {
				limit = {
					is_reformed_religion = ROOT
					controls_religion = no
				}
				religion = ROOT # Reformed pagans are forced to convert back
			}
			
			custom_tooltip = {
				text = flower_war_cb_tooltip
			}
				
			hidden_tooltip = {
				any_courtier = { #Sacrifice part of the court.
					limit = {
						is_ruler = no
					}
					random = { 
						chance = 25 
						modifier = {
							factor = 3
							is_unimportant_trigger = yes
						}
						modifier = {
							factor = 3
							has_minor_title = title_commander
						}
						modifier = { #Less likely to be in battle.
							factor = 0.5
							is_adult = no
						}
						modifier = { #Less likely to be in battle.
							factor = 0.5
							is_adult = no
							is_child_of = FROM
						}
						death = { 
							death_reason = death_execution_aztec_sacrifice 
							killer = ROOT
						}
					}
				}
				opinion = {
					modifier = opinion_abducted_peasants
					who = ROOT
				}
				any_vassal = {
					opinion = {
						modifier = opinion_abducted_peasants 
						who = ROOT
					}
				}				
				any_demesne_province = {
					add_province_modifier = { name = bloodthirsty_flower_war_province years = 10 stacking = yes } 
					change_variable = { which = prosperity_value value = -40 }
					if = { 
						limit = { NOT = { check_variable = { which = prosperity_value value = 0 } } } 
						set_variable = { which = prosperity_value value = 0 }
					}
				}
				any_vassal = {
					limit = {
						higher_tier_than = BARON
					}
					any_demesne_province = { 
						add_province_modifier = { name = bloodthirsty_flower_war_province years = 10 stacking = yes } 
						change_variable = { which = prosperity_value value = -40 } 
						if = { 
							limit = { NOT = { check_variable = { which = prosperity_value value = 0 } } } 
							set_variable = { which = prosperity_value value = 0 }
						}
					}
				}
			}
		}
	}
	
	on_fail = {
		FROM = {
			show_scope_change = no
			piety = 50
			participation_scaled_prestige = 50
		}
		any_defender = {
			limit = { NOT = { character = FROM } }
			hidden_tooltip = { participation_scaled_prestige = 50 }
		}
		ROOT = {
			show_scope_change = no
			piety = -100
		}
	}
	
	on_reverse_demand = {
		ROOT = {
			show_scope_change = no
			piety = -200
			transfer_scaled_wealth = {
				to = FROM
				value = 2.0
			}
			religion_authority = {
				modifier = lost_flower_war
				years = 30
			}
		}
		FROM = {
			show_scope_change = no
			piety = 100
			if = {
				limit = { 
					has_dlc = "Legacy of Rome"
					OR = { 
						has_landed_title = e_byzantium
						has_landed_title = e_roman_empire
					}
						OR = { 
							religion_group = christian
							religion = hellenic_pagan
							religion = hellenic_pagan_reformed
						}
				}
				hidden_tooltip = { character_event = { id = LoR.30 days = 12 } }
			}
			participation_scaled_prestige = 100
		}
		any_defender = {
			limit = { NOT = { character = FROM } }
			hidden_tooltip = { participation_scaled_prestige = 100 }
		}
	}

	attacker_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	attacker_ai_defeat_worth = {
		factor = 100
	}

	defender_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	defender_ai_defeat_worth = {
		factor = 100
	}
	
	ai_will_do = { 
		factor = 1
		modifier = { #Focus on Coronation first.
			factor = 0.1
			has_dlc = "Holy Fury"
			ROOT = {
				is_feudal = yes
				OR = {
					religion = catholic
					religion = fraticelli
				}
				NOR = {
					trait = crowned_by_priest
					trait = crowned_by_bishop
					trait = crowned_by_pope
					trait = crowned_by_myself
				}
			}
		}
	}
}

otherworlden_adventurer_submission = {
	name = CB_NAME_OFFMAP_SUBMISSION
	war_name = WAR_NAME_OFFMAP_SUBMISSION
	sprite = 30
	truce_days = 365
	can_ask_to_join_war = yes
	allowed_to_target_tributaries = no
	allow_whitepeace = no
	
	defender_unoccupied_warscore = yes
	
	can_use = {
		ROOT = {
			independent = yes
			NOT = { same_realm = FROM }
			NOT = { is_liege_or_above = FROM }
			mercenary = no
		}
		
		FROM = {
			in_revolt = no
			is_nomadic = no # Nomads cannot be subjugated
		}
	}

	on_success = {
		FROM = {
		    random_realm_province = {
				limit = {
					controlled_by = ROOT
				}
				culture = ROOT
				religion = ROOT
			}
			any_realm_province = {
				limit = {
					any_neighbor_province = {
						culture = ROOT 
						religion = ROOT
					}
					OR = {
						NOT = { religion = ROOT }
						NOT = { culture = ROOT }
					}
					controlled_by = ROOT
				}
				culture = ROOT
				religion = ROOT
			}
			random_realm_province = {
 				limit = {
					any_neighbor_province = {
						culture = ROOT 
						religion = ROOT
					}
					OR = {
						NOT = { religion = ROOT }
						NOT = { culture = ROOT }
					}
					controlled_by = ROOT
				}
				culture = ROOT
				religion = ROOT
			}
			any_realm_province = {
				limit = {
					any_neighbor_province = {
						controlled_by = ROOT
					}
				}
				county = { usurp_title = ROOT }
			}
			piety = -100
			prestige = -100
			
			custom_tooltip = {
				text = offmap_submission_tip
			}
				
			hidden_tooltip = {
				ROOT = {
					if = {
						limit = {
							num_of_count_titles_in_realm = 0
							ROOT_FROM = {
								num_of_count_titles_in_realm < 2
							}
						}
						ROOT_FROM = {
							any_realm_province = {
								county = {
									usurp_title_plus_barony_if_unlanded = { target = ROOT type = invasion }
								}
							}
						}
					}
					while = {
						count = 20 # We had an infinite loop at one point. It's been fixed, but safety first
						limit = {
							demesne_size_compared_to_limit < 1
							ROOT_FROM = {
								num_of_count_titles_in_realm > 1
							}
						}
						ROOT_FROM = {
							if = { # Take counties that border each other
								limit = {
									any_realm_title = {
										tier = COUNT
										ROOT_FROM = {
											NOT = {
												capital_scope = {
													title = PREVPREV
												}
											}
										}
										location = {
											any_neighbor_province = {
												holder_scope = {
													character = ROOT
												}
											}
										}
									}
								}
								random_realm_province = {
									limit = {
										ROOT_FROM = {
											NOT = {
												capital_scope = {
													title = PREVPREV
												}
											}
										}
										any_neighbor_province = {
											holder_scope = {
												character = ROOT
											}
										}
									}
									county = {
										usurp_title_plus_barony_if_unlanded = { target = ROOT type = invasion }
									}
								}
							}
							else = {
								random_realm_province = {
									limit = {
										ROOT_FROM = {
											NOT = {
												capital_scope = {
													title = PREVPREV
												}
											}
										}
									}
									county = {
										usurp_title_plus_barony_if_unlanded = { target = ROOT type = invasion }
									}
								} 
							}
						}
					}
					if = { #New Empire
						limit = { has_character_flag = is_otherworled_adventurer }
						set_global_flag = otherworled_adventurer_invasion_success
						primary_title = { 
							set_title_landless = { title = THIS status = no }
							random_list = { #Random fantasy empire name
								1 = { 
									trigger = { is_high_elven_culture = yes }
									set_name = "Lainvindale"
									set_title_flag = new_fantasy_empire_elven
								}
								1 = { 
									trigger = { is_high_elven_culture = yes }
									set_name = "Aldarillion"
									set_title_flag = new_fantasy_empire_elven
								}
								1 = { 
									trigger = { is_high_elven_culture = yes }
									set_name = "Tar-Aninquetil"
									set_title_flag = new_fantasy_empire_elven
								}
								1 = { 
									trigger = { is_high_elven_culture = yes }
									set_name = "Tar-Atalante"
									set_title_flag = new_fantasy_empire_elven
								}
								1 = { 
									trigger = { is_high_elven_culture = yes }
									set_name = "Laiquendale"
									set_title_flag = new_fantasy_empire_elven
								}
								1 = { 
									trigger = { is_dwarven_dawi_culture = yes }
									set_name = "Kharazd-Dum"
									set_title_flag = new_fantasy_empire_dwarven
								}
								1 = { 
								    trigger = { is_dwarven_dawi_culture = yes }
									set_name = "Kharazd-Andakor"
									set_title_flag = new_fantasy_empire_dwarven
								}
								1 = { 
									trigger = { is_dwarven_dawi_culture = yes }
									set_name = "Kharazd-Andabor"
									set_title_flag = new_fantasy_empire_dwarven
								}
								1 = { 
									trigger = { is_dwarven_dawi_culture = yes }
									set_name = "Kharazd-Ankir"
									set_title_flag = new_fantasy_empire_dwarven
								}
								1 = { 
									trigger = { is_dwarven_dawi_culture = yes }
									set_name = "Kharazd-Naggrond"
									set_title_flag = new_fantasy_empire_dwarven
								}
								1 = { 
									trigger = { is_dark_elven_culture = yes }
									set_name = "Reysdayn"
									set_title_flag = new_fantasy_empire_dark_elven
								}
								1 = { 
									trigger = { is_dark_elven_culture = yes }
									set_name = "Aveloth"
									set_title_flag = new_fantasy_empire_dark_elven
								}
								1 = { 
									trigger = { is_dark_elven_culture = yes }
									set_name = "Morroudrim"
									set_title_flag = new_fantasy_empire_dark_elven
								}
								1 = { 
									trigger = { is_dark_elven_culture = yes }
									set_name = "Vvardengrim"
									set_title_flag = new_fantasy_empire_dark_elven
								}
								1 = { 
									trigger = { is_dark_dwarven_culture = yes }
									set_name = "Dwumereth"
									set_title_flag = new_fantasy_empire_dark_dwarven
								}
								1 = { 
									trigger = { is_dark_dwarven_culture = yes }
									set_name = "Ur Zhaggrund"
									set_title_flag = new_fantasy_empire_dark_dwarven
								}
								1 = { 
									trigger = { is_dark_dwarven_culture = yes }
									set_name = "Dhur Ashu'ur"
									set_title_flag = new_fantasy_empire_dark_dwarven
								}
								1 = { 
									trigger = { is_dark_dwarven_culture = yes }
									set_name = "Dwur Vor'garund"
									set_title_flag = new_fantasy_empire_dark_dwarven
								}
								1 = { 
									trigger = { is_dark_dwarven_culture = yes }
									set_name = "Dashur Ashu'ur"
									set_title_flag = new_fantasy_empire_dark_dwarven
								}
								1 = { 
									trigger = { is_cat_folk_culture = yes }
									set_name = "Mehsu-Vashert"
									set_title_flag = new_fantasy_empire_cat_folk
								}
								1 = { 
									trigger = { is_cat_folk_culture = yes }
									set_name = "Ehyrepert"
									set_title_flag = new_fantasy_empire_cat_folk
								}
								1 = { 
									trigger = { is_cat_folk_culture = yes }
									set_name = "Rajartahor"
									set_title_flag = new_fantasy_empire_cat_folk
								}
								1 = { 
									trigger = { is_cat_folk_culture = yes }
									set_name = "Vasherteret"
									set_title_flag = new_fantasy_empire_cat_folk
								}
								1 = { 
									trigger = { is_cat_folk_culture = yes }
									set_name = "Yadruyyart"
									set_title_flag = new_fantasy_empire_cat_folk
								}
								1 = { 
									trigger = { is_oruk_culture = yes }
									set_name = "Udun"
									set_title_flag = new_fantasy_empire_orc
								}
								1 = { 
									trigger = { is_oruk_culture = yes }
									set_name = "Angamand"
									set_title_flag = new_fantasy_empire_orc
								}
								1 = { 
									trigger = { is_oruk_culture = yes }
									set_name = "Angamar"
									set_title_flag = new_fantasy_empire_orc
								}
								1 = { 
									trigger = { is_oruk_culture = yes }
									set_name = "Morudor"
									set_title_flag = new_fantasy_empire_orc
								}
								1 = { 
									trigger = { is_oruk_culture = yes }
									set_name = "Dor-Dagaroth"
									set_title_flag = new_fantasy_empire_orc
								}

							}
							add_law = {
								law = succ_primogeniture
								cooldown = no
								opinion_effect = no
							}
						}
						#Some starting stuff
						wealth = 1000
						prestige = 500
						piety = 200
						narrative_event = { id = EADOAD.9 days = 1 }
					}
				}
				any_vassal = {
					set_defacto_liege = ROOT
					if = {
						limit = { ROOT = { has_character_flag = is_otherworled_adventurer } }
						opinion = {
							modifier = opinion_subjugated 
							multiplier = 2
							who = ROOT
						}
					}
				}
				any_demesne_title = {
					limit = {
						tier = EMPEROR
						NOT = { controls_religion = yes }
					}
					destroy_landed_title = THIS
				}
				if = {
					limit = {
						NOT = {
							tier = EMPEROR
						}
					}
					set_defacto_liege = ROOT
					break = yes
				}
				any_demesne_title = {
					limit = {
						NOT = { controls_religion = yes }
					}
					ROOT = {
						grant_title_no_opinion = { target = PREV type = invasion }
					}
				}
			}
		}
	}
	
	on_fail = {
		FROM = {
			piety = 100
			participation_scaled_prestige = 250
			narrative_event = { id = EADOAD.10 days = 1 }
		}
		any_defender = {
			limit = { NOT = { character = FROM } }
			hidden_tooltip = { participation_scaled_prestige = 250 }
		}
		ROOT = {
			piety = -100
			if = {
				limit = { has_character_flag = is_otherworled_adventurer }
				hidden_effect = {
					any_courtier = {
						move_character = FROM
						imprison = FROM
					}
					primary_title = {
						activate_title = { title = THIS status = no }
						destroy_landed_title = THIS
					}
					move_character = FROM
					ROOT = { imprison = FROM }
				}
			}
		}
	}

	on_reverse_demand = {
		ROOT = {
			prestige = -500
			transfer_scaled_wealth = {
				to = FROM
				value = 5.0
				min = 1000
			}
			if = {
				limit = { has_character_flag = is_otherworled_adventurer }
				hidden_effect = {
					any_courtier = {
						move_character = FROM
						imprison = FROM
					}
					primary_title = {
						activate_title = { title = THIS status = no }
						destroy_landed_title = THIS
					}
					move_character = FROM
					ROOT = { imprison = FROM }
				}
			}
		}
		FROM = {
			narrative_event = { id = EADOAD.10 days = 1 }
			piety = 500
			if = {
				limit = { 
					has_dlc = "Legacy of Rome"
					OR = { 
						has_landed_title = e_byzantium
						has_landed_title = e_roman_empire
					}
						OR = { 
							religion_group = christian
							religion = hellenic_pagan
							religion = hellenic_pagan_reformed
						}
				}
				hidden_tooltip = { character_event = { id = LoR.30 days = 12 } }
			}
			participation_scaled_prestige = 2500
		}
		any_defender = {
			limit = { NOT = { character = FROM } }
			hidden_tooltip = { participation_scaled_prestige = 1000 }
		}
	}

	on_attacker_leader_death = {
		if = {
			limit = { ROOT = { has_character_flag = is_otherworled_adventurer } }
			end_war = invalid
			ROOT = {
				any_courtier = { death = { death_reason = death_missing } }
				primary_title = {
					activate_title = { title = THIS status = no }
					destroy_landed_title = THIS
				}
				death = { death_reason = death_missing }
			}
		}
		FROM = {
			narrative_event = { id = EADOAD.10 days = 1 }
		}
	}

	attacker_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	attacker_ai_defeat_worth = {
		factor = 100
	}

	defender_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	defender_ai_defeat_worth = {
		factor = 100
	}
	
	ai_will_do = { 
		factor = 0
	}
}

ashlander_invasion = {
	name = CB_NAME_INVASION
	war_name = WAR_NAME_INVASION
	sprite = 8
	truce_days = 3650
	hostile_against_others = yes
	is_permanent = yes
	is_holy_war = yes
	can_ask_to_join_war = yes
	check_de_jure_tier = KING # this scans all de jure kingdoms for the counties which are held by or vassals(or below) of selected character. Only valid if is_permanent = yes
	
	allowed_to_target_tributaries = no
	
	sort_priority = 1000
	
	can_use_gui = {
		ROOT = {
			prestige = 100
			population = 30000
			population_factor = 0.75 # 75% of max
			ai = yes
		}
	}
	
	on_add = {
		ROOT = { prestige = -100 }
		hidden_tooltip = { fire_haruspicy_event_effect = yes }
		if = {
			limit = { defender = { is_offmap_governor = offmap_china } }
			attacker = {  
				sound_effect = china_angered_emperor
				detract_grace_super_huge_effect = yes 
			}
		}
	}

	can_use = {
		ROOT = {
			is_nomadic = yes
			OR = {
				ai = yes
				multiplayer = no
				NOT = {
					has_game_rule = {
						name = multiplayer_invasions
						value = off
					}
				}
			}
		}
		
		ROOT = {
			NOT = { same_realm = FROM }
		}
		
		OR = { # This ensures that the AI doesn't declare this type of war against someone who only holds a few counties within the targeted title...
			ROOT = {
				has_landed_title = e_ashlander_empire
			}
		}
	}
	
	is_valid_title = {
		FROM = {
			any_realm_province = {
				de_jure_liege_or_above = PREVPREV
			}
		}
	}

	on_success = {
		any_attacker = {
			limit = { NOT = { character = ROOT } }
			hidden_tooltip = { participation_scaled_prestige = 200 }
		}
		FROM = {
			prestige = -200
		}
		hidden_tooltip = {
			ROOT = {
				occupy_minors_of_occupied_settlements = FROM
				gain_all_occupied_titles = { who = FROM type = invasion }
				
				if = {
					limit = {
						has_nickname = no
					}
					FROM = {
						save_event_target_as = nickname_target
					}
					ROOT = { 
						save_event_target_as = nickname_receiver
					}
					random_list = {
						5 = { give_nickname = nick_the_great }
						5 = { give_nickname = nick_the_victorious }
						5 = { give_nickname = nick_the_conqueror }
						5 = { give_nickname = nick_the_brave }
						10 = { give_nickname = nick_the_dragon }
						10 = { give_nickname = nick_the_terrible }
						10 = { give_nickname = nick_the_eastern_wind }
						25 = { give_nickname = nick_the_despoiler }
						25 = { 
							give_nickname = nick_the_culture_marauder
							modifier = {
								factor = 0
								event_target:nickname_target = { is_nomadic = yes }
							}
							modifier = {
								factor = 0
								event_target:nickname_target = { culture = ROOT }
							}
						}
						50 = { 
							give_nickname = nick_the_bane_of_realmname
							modifier = {
								factor = 0
								event_target:nickname_target = { is_nomadic = yes }
							}
							modifier = {
								factor = 0
								event_target:nickname_target = { culture = ROOT }
							}
						}
						50 = { 
							give_nickname = nick_the_slayer_of_culture
							modifier = {
								factor = 0
								event_target:nickname_target = { culture = ROOT }
							}
						}
						50 = { 
							give_nickname = nick_the_scourge_of_god
							modifier = {
								factor = 0
								event_target:nickname_target = { religion = ROOT }
							}
						}
					}
				}
			}
		}
	}
	
	on_success_title = {
		custom_tooltip = {
			text = tribal_invasion_succ_tip
			hidden_tooltip = {
				ROOT = {
					vassalize_or_take_under_title_destroy_duchies = {
						title = PREV
						enemy = FROM
						is_crusade = yes # Even if the title holder is not participating in the war, gain holdings occupied by all Crusade participants
						type = invasion
					}
				}
			}
		}

		hidden_tooltip = {
			check_if_reconquista_finished_effect = yes
			FROM = {
				landless_pope_effect = yes
			}
		}
	}

	on_fail = {
		FROM = {
			prestige = 100
			
			hidden_tooltip = {
				if = {
					limit = {
						has_nickname = no
					}
					random_list = {
						10 = { give_nickname = nick_the_great }
						10 = { give_nickname = nick_the_hammer }
						10 = { give_nickname = nick_the_avenger }
						10 = { give_nickname = nick_the_lion }
						10 = { give_nickname = nick_the_bold }
					}
				}
			}
			participation_scaled_prestige = 100
		}
		any_defender = {
			limit = { NOT = { character = FROM } }
			hidden_tooltip = { participation_scaled_prestige = 100 }
		}
		ROOT = {
			prestige = -200
		}
	}

	on_reverse_demand = {
		ROOT = {
			prestige = -200
			transfer_scaled_wealth = {
				to = FROM
				value = 4.0
			}
		}
		FROM = {
			prestige = 200
			hidden_tooltip = {
				if = {
					limit = {
						has_nickname = no
					}
					random_list = {
						10 = { give_nickname = nick_the_great }
						10 = { give_nickname = nick_the_hammer }
						10 = { give_nickname = nick_the_avenger }
						10 = { give_nickname = nick_the_lion }
						10 = { give_nickname = nick_the_bold }
					}
				}
			}
			
			if = {
				limit = { 
					has_dlc = "Legacy of Rome"
					OR = { 
						has_landed_title = e_byzantium
						has_landed_title = e_roman_empire
					}
						OR = { 
							religion_group = christian
							religion = hellenic_pagan
							religion = hellenic_pagan_reformed
						}
				}
				hidden_tooltip = { character_event = { id = LoR.30 days = 12 } }
			}
			participation_scaled_prestige = 200
		}
		any_defender = {
			limit = { NOT = { character = FROM } }
			hidden_tooltip = { participation_scaled_prestige = 200 }
		}
	}

	attacker_ai_victory_worth = {
		factor = 200
	}
	
	attacker_ai_defeat_worth = {
		factor = 100
	}

	defender_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	defender_ai_defeat_worth = {
		factor = 100
	}
	
	ai_will_do = { 
		factor = 8
		
		modifier = {
			factor = 0.9 # Prefer using CB's without on_add costs
		}
		
		# Try to guide the Hordes in the right direction
		modifier = {
			factor = 0.1
			ROOT = {
				OR = {
					dynasty = 613 # Seljuks
					dynasty = 800 # Timurids
					primary_title = { title = e_il-khanate }
				}
			}
			OR = {
				empire = {
					NOT = {
						OR = {
							title = e_persia
							title = e_byzantium
							title = e_arabia
						}
					}
				}
				FROM = {
					primary_title = { title = e_golden_horde }
					NOT = { year = 1300 }
				}
			}
		}
		modifier = {
			factor = 0.1
			ROOT = {
				primary_title = { title = e_golden_horde }
			}
			OR = {
				empire = {
					OR = {
						title = e_persia
						title = e_byzantium
						title = e_arabia
					}
				}
				FROM = {
					primary_title = { title = e_il-khanate }
					NOT = { year = 1300 }
				}
			}
		}
		modifier = {
			factor = 0.1
			ROOT = {
				culture = hungarian
				primary_title = {
					OR = {
						title = k_hungary
						title = e_carpathia
					}
				}
			}
			empire = {
				OR = {
					title = e_tartaria
					title = e_russia
				}
			}
		}
		modifier = {
			factor = 100
			ROOT = {
				primary_title = { title = e_mongol_empire }
			}
			empire = {
				OR = {
					title = e_tartaria
					title = e_turkestan
					title = e_pontic_steppe
					title = e_idel_ural
					title = e_russia
					title = e_persia
				}
			}
		}
		modifier = {
			factor = 0.1
			ROOT = {
				primary_title = { title = e_mongol_empire }
			}
			empire = {
				OR = {
					title = e_tibet
					title = e_rajastan
					title = e_bengal
					title = e_deccan
				}
			}
		}
		modifier = {
			factor = 0
			ROOT = {
				has_character_flag = is_temujin
				has_landed_title = e_mongol_empire
				demesne_size = 1
			}
			FROM = {
				has_landed_title = e_china_west_governor
			}
		}
	}
}

scoiatael_revolt = {
	name = CB_NAME_LIBERATION_REVOLT
	war_name = WAR_NAME_LIBERATION_REVOLT
	sprite = 16
	truce_days = 365
	hostile_against_others = yes
	check_de_jure_tier = KING # this scans all dejure duchies for the counties which are held by or vassals(or below) of selected character
	press_claim = yes
	can_ask_to_join_war = no
	is_independence = yes
	
	can_use = {
		ROOT = { has_character_flag = scoiatael_rebel }
	}
	
	is_valid = {
		FROM = {
			NOT = { culture = ROOT }
		}
	}

	on_add = {
		hidden_tooltip = { fire_haruspicy_event_effect = yes }
		if = {
			limit = { defender = { is_offmap_governor = offmap_china } }
			attacker = {  
				sound_effect = china_angered_emperor
				detract_grace_super_huge_effect = yes 
			}
		}
	}
	
	on_success = {
		ROOT = {
			prestige = 1000
			occupy_minors_of_occupied_settlements = FROM
			usurp_title = {
                target = FROM
                type = invasion
            }
			gain_all_occupied_titles = { who = FROM type = revolt }
			clr_character_flag = scoiatael_rebel
			give_nickname = nick_the_liberator
		}
		FROM = {
			prestige = -500
		}
	}

	on_success_title = {
		custom_tooltip = {
			text = tribal_invasion_succ_tip
			hidden_tooltip = {
				ROOT = {
					vassalize_or_take_under_title = {
						title = PREV
						enemy = FROM
						is_revolt = yes
						type = revolt
					}
					if = {
						limit = {
							num_of_count_titles = 5
							PREV = { 
								OR = {
									has_holder = no 
									holder_scope = {
										character = FROM
									}
								}
							}
						}
						usurp_title = { target = PREV type = revolt }
					}
				}
			}
		}

		hidden_tooltip = {
			check_if_reconquista_finished_effect = yes
			FROM = {
				landless_pope_effect = yes
			}
		}
	}

	on_fail_title = {
		FROM = {
			prestige = 100
			hidden_tooltip = {
				opinion = {
					modifier = opinion_rebel_traitor 
					who = ROOT
					months = 1200
				}
			}
		}
		ROOT = {
			clear_wealth = yes
			imprison = FROM
			clr_character_flag = scoiatael_rebel
			hidden_tooltip = {
				add_character_modifier = { 
					name = broken_spirit
					days = -1
				}
				remove_trait = inspiring_leader
			}
		}
	}

	on_reverse_demand = {
		FROM = {
			prestige = 200
			hidden_tooltip = {
				opinion = {
					modifier = opinion_rebel_traitor 
					who = ROOT
					months = 1200
				}
				add_character_modifier = { 
					name = crushed_major_revolt
					days = 3650
				}
			}
		}
		ROOT = {
			clear_wealth = yes
			imprison = FROM
			clr_character_flag = scoiatael_rebel
			hidden_tooltip = {
				add_character_modifier = { 
					name = broken_spirit
					days = -1
				}
				remove_trait = inspiring_leader
			}
		}
	}

	attacker_ai_victory_worth = {
		factor = 100
	}
	
	attacker_ai_defeat_worth = {
		factor = 100
	}

	defender_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	defender_ai_defeat_worth = {
		factor = 100
	}
}