###########################################
#                                         #
# Chinese Invasions				 		  #
#                                         #
# ID JD.10100-JD.10200    	              #
#                                         #
###########################################

namespace = JD

#Written by: 
#Milla Isaksson

####China launches an invasion... [Hidden, picks an invasion type - Tributary OR Major OR nothing happens]
character_event = {
    id = JD.10100
    has_dlc = "Jade Dragon"
    is_triggered_only = yes

    hide_window = yes
    
    trigger = {
		FROM = { is_offmap_tag = offmap_china }
    	war = no
		NOT = { has_offmap_tmp_flag = launching_invasion_of_the_west }
		china_is_fine_trigger = yes
		NOR = {
			has_game_rule = {
				name = chinese_invasions
				value = none
			}
			has_game_rule = {
				name = chinese_invasions
				value = adventurers_only
			}
		}
    }

    immediate = {
		set_offmap_tmp_flag = launching_invasion_of_the_west
		
		save_event_target_as = the_protector_general
	
    	if = { #If the WP currently holds land on map
			limit = { event_target:the_protector_general = { is_landed = yes } }
			set_offmap_tmp_flag = WP_is_on_map
		}
		if = { #If the WP is NOT on map
			limit = { event_target:the_protector_general = { is_landed = no } }
			set_offmap_tmp_flag = WP_is_not_on_map
		}
		if = {
			limit = {
				OR = {
					NOT = { has_offmap_tmp_flag = pretender_chinese_empire_war_cooldown }
					had_offmap_tmp_flag = { flag = pretender_chinese_empire_war_cooldown years = 150 }
				}
				any_playable_ruler = {
					primary_title = { has_title_flag = rebel_general_title }
				}
			}
			set_offmap_tmp_flag = pretender_chinese_empire_exists
		}

		random_list = {
			100 = { #Dismantle Pretender
				trigger = {
					has_offmap_tmp_flag = pretender_chinese_empire_exists
				}

				modifier = {
					factor = 2
					has_offmap_tmp_flag = WP_is_on_map 
				}
				modifier = {
					factor = 1.5
					has_status = china_golden_age
				}

				any_playable_ruler = {
					limit = { primary_title = { has_title_flag = rebel_general_title } }
					save_event_target_as = chinese_invasion_target
				}
				war = {
					casus_belli = dismantle_pretender_china_cb
					target = event_target:chinese_invasion_target
				}
				if = { 
					limit = { has_offmap_tmp_flag = WP_is_on_map }
					random_realm_province = {
						limit = { is_capital = yes }
						save_event_target_as = chinese_invasion_spawn_point_province
					}
				}
				if = {
					random_list = {
						10 = { #Anxi
							1408 = { save_event_target_as = chinese_invasion_spawn_point_province }
						}
						10 = { #Dunhuang
							1448 = { save_event_target_as = chinese_invasion_spawn_point_province }
						}
						10 = { #Jiuquan
							1513 = { save_event_target_as = chinese_invasion_spawn_point_province } 
						}
						10 = { #Yizhou
							1450 = { save_event_target_as = chinese_invasion_spawn_point_province } 
						}
						10 = { #Gaochang
							1446 = { save_event_target_as = chinese_invasion_spawn_point_province } 
						}
						10 = { #Luntai
							1449 = { save_event_target_as = chinese_invasion_spawn_point_province } 
						}
					}
				}
				
				### Logging
				log = "-------------------------------------"
				log = "China Logging:"
				log = "China declared dismantle pretender on [chinese_invasion_target.GetBestName]"
				log = "Current status: [From.Offmap.GetStatus]. Current policy: [From.Offmap.GetPolicy]."
				log = "-------------------------------------"
				###

				clr_offmap_tmp_flag = pretender_chinese_empire_exists
				clr_offmap_tmp_flag = pretender_chinese_empire_war_cooldown

		    	#Send news of invasion to interested player parties...
		    	any_player = {
					limit = {
						has_offmap_news_enabled = offmap_china
						is_within_diplo_range = ROOT
					}
		    		narrative_event = { id = JD.60208 days = 1 } #News: "China has launched a major attack on <target>"
				}
			}
			100 = { #Tributary Invasion [Medium]...
    			trigger = {
    				NOT = { has_offmap_tmp_flag = pretender_chinese_empire_exists }
    				NOT = { has_offmap_tmp_flag = tributary_invasion_fired }
    				OR = {
    					AND = {
	    					NOT = { has_policy = china_expansionist }
		    				any_independent_ruler = {
		    					valid_offmap_china_target_location = yes
								valid_offmap_china_target = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
				    		}
    					}
    					AND = {
    						has_policy = china_expansionist
    						any_independent_ruler = {
								valid_offmap_china_target_location = yes
				    			num_of_count_titles_in_realm = 15
								valid_offmap_china_target = yes
				    		}
    					}
    				}
    			}   			
    			modifier = {
    				factor = 1.5
    				has_offmap_tmp_flag = WP_is_not_on_map
    			}
    			modifier = {
    				factor = 1.5
    				OR = {
	    				china_is_stable_expansionist_trigger = yes
    					china_is_golden_age_open_trigger = yes
    				}
    			}
    			modifier = {
    				factor = 10 #strongly encouraged if China does not have some tributaries already (and not expansionist - if so, they'll opt for taking land instead)
    				OR = {
    					AND = {
    						china_is_stable_open_trigger = yes
		    				NOT = {
		    					any_playable_ruler = {
		    						count = 4
									is_tributary = {
										suzerain = ROOT
									}
		    					}
		    				}
    					}
    					AND = {
    						china_is_golden_age_open_trigger = yes
		    				NOT = {
		    					any_playable_ruler = {
		    						count = 9
									is_tributary = {
										suzerain = ROOT
									}
		    					}
		    				}
    					}
    				}
    			}
    			modifier = {
    				factor = 2
    				has_status = china_golden_age
    			}

    			random_list = { # Selects big or small target...

    				10 = { #Going after small tributary...!
    					trigger = {
							OR = {
								NOT = { has_policy = china_expansionist }
								AND = {
									has_policy = china_expansionist
									NOT = {
										any_independent_ruler = {
											valid_offmap_china_target_location = yes
											num_of_count_titles_in_realm = 15
											valid_offmap_china_target = yes
										}
									}
								}
							}
		    			}
						
						#1. Selects an appropriate target... (worst case), prefer not attacking someone who supplies horses
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location = yes
								valid_offmap_china_target = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}

    					#2. Selects an appropriate target... (worst case)
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location = yes
								valid_offmap_china_target = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								NOT = { has_character_modifier = china_supply_horses }
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}
						
						#3. Selects an appropriate target... (worst case), pick someone who raids china if possible
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location = yes
								valid_offmap_china_target = yes
								NOT = { has_character_modifier = china_supply_horses }
								has_character_modifier = china_raid_active
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}
						
						#4. Finds someone within the appropriate geographical sphere... (better), prefer not attacking someone who supplies horses
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
				    		}
				    		save_event_target_as = chinese_invasion_target
						}

		    			#5. Finds someone within the appropriate geographical sphere... (better)
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								NOT = { has_character_modifier = china_supply_horses }
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#6. Finds someone within the appropriate geographical sphere... (better), pick someone who raids china if possible
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								NOT = { has_character_modifier = china_supply_horses }
								has_character_modifier = china_raid_active
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#7. Finds someone liked by the emperor... (best), prefer not attacking someone who supplies horses
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								liked_by_offmap = { type = offmap_china }
								NOT = { disliked_by_offmap = { type = offmap_china } }
				    		}
				    		save_event_target_as = chinese_invasion_target
						}

						#8. Finds someone liked by the emperor... (best)
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								liked_by_offmap = { type = offmap_china }
								NOT = { disliked_by_offmap = { type = offmap_china } }
								NOT = { has_character_modifier = china_supply_horses }
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#9. Finds someone liked by the emperor... (best), pick someone who raids china if possible
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								liked_by_offmap = { type = offmap_china }
								NOT = { disliked_by_offmap = { type = offmap_china } }
								NOT = { has_character_modifier = china_supply_horses }
								has_character_modifier = china_raid_active
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#10. Selects an appropriate target... (worst case for border gore), prefer not attacking someone who supplies horses
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location_tributary_chain = yes
								valid_offmap_china_target = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}
						
						#11. Selects an appropriate target... (worst case for border gore)
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location_tributary_chain = yes
								valid_offmap_china_target = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								NOT = { has_character_modifier = china_supply_horses }
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}
						
						#12. Selects an appropriate target... (worst case for border gore), pick someone who raids china if possible
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location_tributary_chain = yes
								valid_offmap_china_target = yes
								NOT = { has_character_modifier = china_supply_horses }
								has_character_modifier = china_raid_active
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}
						
						#13. Finds someone within the appropriate geographical sphere... (better, also good for border gore), prefer not attacking someone who supplies horses
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location_tributary_chain = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
				    		}
				    		save_event_target_as = chinese_invasion_target
						}

		    			#14. Finds someone within the appropriate geographical sphere... (better, also good for border gore)
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location_tributary_chain = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								NOT = { has_character_modifier = china_supply_horses }
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#15. Finds someone within the appropriate geographical sphere... (better, also good for border gore), pick someone who raids china if possible
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location_tributary_chain = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								NOT = { has_character_modifier = china_supply_horses }
								has_character_modifier = china_raid_active
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#16. Finds someone liked by the emperor... (best, also good for border gore), prefer not attacking someone who supplies horses
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location_tributary_chain = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								liked_by_offmap = { type = offmap_china }
								NOT = { disliked_by_offmap = { type = offmap_china } }
				    		}
				    		save_event_target_as = chinese_invasion_target
						}

						#17. Finds someone liked by the emperor... (best, also good for border gore)
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location_tributary_chain = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								liked_by_offmap = { type = offmap_china }
								NOT = { disliked_by_offmap = { type = offmap_china } }
								NOT = { has_character_modifier = china_supply_horses }
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#18. Finds someone liked by the emperor... (best, also good for border gore), pick someone who raids china if possible
		    			random_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target = yes
								valid_offmap_china_target_location_tributary_chain = yes
								NOT = { num_of_count_titles_in_realm = 20 }
								num_of_count_titles_in_realm > 0
								liked_by_offmap = { type = offmap_china }
								NOT = { disliked_by_offmap = { type = offmap_china } }
								NOT = { has_character_modifier = china_supply_horses }
								has_character_modifier = china_raid_active
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
    				}

    				10 = {  # Going after bigger tributary...! (only if expansionist)
    					trigger = {
				    		has_policy = china_expansionist
				    		any_independent_ruler = {
								valid_offmap_china_target_location = yes
				    			num_of_count_titles_in_realm = 15
								valid_offmap_china_target = yes
				    		}
		    			}
		    			modifier = {
		    				factor = 10
		    				china_is_golden_age_expansionist_trigger = yes
		    			}
						
						#1. Finds an appropriate target... (worst case), prefer not attacking someone who supplies horses
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location = yes
				    			num_of_count_titles_in_realm = 15
								valid_offmap_china_target = yes
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}
						
    					#2. Finds an appropriate target... (worst case)
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location = yes
				    			num_of_count_titles_in_realm = 15
								valid_offmap_china_target = yes
								NOT = { has_character_modifier = china_supply_horses }
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}
						
						#3. Finds an appropriate target... (worst case), pick someone who raids china if possible
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location = yes
				    			num_of_count_titles_in_realm = 15
								valid_offmap_china_target = yes
								NOT = { has_character_modifier = china_supply_horses }
								has_character_modifier = china_raid_active
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}
						
						#4. Finds someone with more counties... (better), prefer not attacking someone who supplies horses
		    			random_independent_ruler = {
				    		limit = {
								valid_offmap_china_target_location = yes
				    			num_of_count_titles_in_realm = 20
								valid_offmap_china_target = yes
				    		}
				    		save_event_target_as = chinese_invasion_target
						}

		    			#5. Finds someone with more counties... (better)
		    			random_independent_ruler = {
				    		limit = {
								valid_offmap_china_target_location = yes
				    			num_of_count_titles_in_realm = 20
								valid_offmap_china_target = yes
								NOT = { has_character_modifier = china_supply_horses }
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#6. Finds someone with more counties... (better), pick someone who raids china if possible
		    			random_independent_ruler = {
				    		limit = {
								valid_offmap_china_target_location = yes
				    			num_of_count_titles_in_realm = 20
								valid_offmap_china_target = yes
								NOT = { has_character_modifier = china_supply_horses }
								has_character_modifier = china_raid_active
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#7. Finds someone who is liked by the Emperor (best), prefer not attacking someone who supplies horses
						if = { limit = { has_policy = china_expansionist }
			    			random_independent_ruler = {
					    		limit = {
					    			valid_offmap_china_target = yes
									valid_offmap_china_target_location = yes
									num_of_count_titles_in_realm = 20
									liked_by_offmap = { type = offmap_china }
									NOT = { disliked_by_offmap = { type = offmap_china } }
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}
						
						#8. Finds someone who is liked by the Emperor (best)
						if = { limit = { has_policy = china_expansionist }
			    			random_independent_ruler = {
					    		limit = {
					    			valid_offmap_china_target = yes
									valid_offmap_china_target_location = yes
									num_of_count_titles_in_realm = 20
									liked_by_offmap = { type = offmap_china }
									NOT = { disliked_by_offmap = { type = offmap_china } }
									NOT = { has_character_modifier = china_supply_horses }
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}
						
						#9. Finds someone who is liked by the Emperor (best), pick someone who raids china if possible
						if = { limit = { has_policy = china_expansionist }
			    			random_independent_ruler = {
					    		limit = {
					    			valid_offmap_china_target = yes
									valid_offmap_china_target_location = yes
									num_of_count_titles_in_realm = 20
									liked_by_offmap = { type = offmap_china }
									NOT = { disliked_by_offmap = { type = offmap_china } }
									NOT = { has_character_modifier = china_supply_horses }
									has_character_modifier = china_raid_active
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}
						
						#10. Finds an appropriate target neighboring them... (worst case for border gore), prefer not attacking someone who supplies horses
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location_tributary_chain = yes
				    			num_of_count_titles_in_realm = 15
								valid_offmap_china_target = yes
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}
						
						#11. Finds an appropriate target neighboring them... (worst case for border gore)
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location_tributary_chain = yes
				    			num_of_count_titles_in_realm = 15
								valid_offmap_china_target = yes
								NOT = { has_character_modifier = china_supply_horses }
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}
						
						#12. Finds an appropriate target neighboring them... (worst case for border gore), pick someone who raids china if possible
		    			random_independent_ruler = {
		    				limit = {
								valid_offmap_china_target_location_tributary_chain = yes
				    			num_of_count_titles_in_realm = 15
								valid_offmap_china_target = yes
								NOT = { has_character_modifier = china_supply_horses }
								has_character_modifier = china_raid_active
				    		}
				    		save_event_target_as = chinese_invasion_target
		    			}
						
						#13. Finds someone with more counties that also neighbours them... (better, also good for border gore), prefer not attacking someone who supplies horses
		    			random_independent_ruler = {
				    		limit = {
								valid_offmap_china_target_location_tributary_chain = yes
				    			num_of_count_titles_in_realm = 20
								valid_offmap_china_target = yes
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#14. Finds someone with more counties that also neighbours them... (better, also good for border gore)
		    			random_independent_ruler = {
				    		limit = {
								valid_offmap_china_target_location_tributary_chain = yes
				    			num_of_count_titles_in_realm = 20
								valid_offmap_china_target = yes
								NOT = { has_character_modifier = china_supply_horses }
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#15. Finds someone with more counties that also neighbours them... (better, also good for border gore), pick someone who raids china if possible
		    			random_independent_ruler = {
				    		limit = {
								valid_offmap_china_target_location_tributary_chain = yes
				    			num_of_count_titles_in_realm = 20
								valid_offmap_china_target = yes
								NOT = { has_character_modifier = china_supply_horses }
								has_character_modifier = china_raid_active
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						
						#16. Finds someone who is liked by the Emperor that also neighbours them (best, also good for border gore), prefer not attacking someone who supplies horses
						if = { limit = { has_policy = china_expansionist }
			    			random_independent_ruler = {
					    		limit = {
					    			valid_offmap_china_target = yes
									valid_offmap_china_target_location_tributary_chain = yes
									num_of_count_titles_in_realm = 20
									liked_by_offmap = { type = offmap_china }
									NOT = { disliked_by_offmap = { type = offmap_china } }
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}
						
						#17. Finds someone who is liked by the Emperor that also neighbours them (best, also good for border gore)
						if = { limit = { has_policy = china_expansionist }
			    			random_independent_ruler = {
					    		limit = {
					    			valid_offmap_china_target = yes
									valid_offmap_china_target_location_tributary_chain = yes
									num_of_count_titles_in_realm = 20
									liked_by_offmap = { type = offmap_china }
									NOT = { disliked_by_offmap = { type = offmap_china } }
									NOT = { has_character_modifier = china_supply_horses }
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}
						
						#18. Finds someone who is liked by the Emperor that also neighbours them (best, also good for border gore), pick someone who raids china if possible
						if = { limit = { has_policy = china_expansionist }
			    			random_independent_ruler = {
					    		limit = {
					    			valid_offmap_china_target = yes
									valid_offmap_china_target_location_tributary_chain = yes
									num_of_count_titles_in_realm = 20
									liked_by_offmap = { type = offmap_china }
									NOT = { disliked_by_offmap = { type = offmap_china } }
									NOT = { has_character_modifier = china_supply_horses }
									has_character_modifier = china_raid_active
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}
    				}
    			}

				event_target:chinese_invasion_target = { character_event = { id = JD.10130 } } #Send a demand - "Become tributary or prepare to be defeated"...
				#change_variable = { which = global_tributary_invasions_launched value = 1 } #for logging purposes
			}

			100 = { # Major Invasion [Major (or Medium, OR small, as it turns out)]...
				trigger = {
    				NOT = { has_offmap_tmp_flag = pretender_chinese_empire_exists }
    				NOT = { has_offmap_tmp_flag = major_invasion_fired }
    				NOT = { has_offmap_tmp_flag = attacked_small_neighbor }
					
					NOT = {
						has_game_rule = {
							name = chinese_invasions
							value = no_major_invasions
						}
					}
    				
    				OR = {
    					#Can grab Jiuquan (dunuhang, etc)
    					AND = {
	    					NOT = { completely_controls = d_jiuquan }
	    					d_jiuquan = {
	    						any_direct_de_jure_vassal_title = {
		    						holder_scope = {
										top_liege = {
											valid_offmap_china_target = yes
										}
									}
	    						}
	    					}
    					}
    					
    					#Can do a MEDIUM land grab
    					AND = {
    						has_policy = china_expansionist
							OR = {
								AND = { # must either be an eligble realm around within the target area...
									has_offmap_tmp_flag = WP_is_on_map
				    				any_independent_ruler = {
										valid_offmap_china_target_location = yes
										is_nomadic = no # Don't subjugate nomads
										num_of_count_titles_in_realm = 15
										NOT = { num_of_count_titles_in_realm = 30 }
						    			valid_offmap_china_target = yes
									}	
								}
								AND = { # or, if WP is unlanded, an eligble realm by the eastern border of the map...
									has_offmap_tmp_flag = WP_is_not_on_map
				    				any_independent_ruler = {
										capital_scope = { region = custom_eastern_edge_of_map }
										is_nomadic = no # Don't subjugate nomads
										num_of_count_titles_in_realm = 10
										NOT = { num_of_count_titles_in_realm = 40 }
						    			valid_offmap_china_target = yes
									}	
								}
							}
    					}

    					#Can do a BIG land grab
    					AND = {
    						has_policy = china_expansionist
							OR = {
								AND = { # must either be an eligble realm around within the target area...
									has_offmap_tmp_flag = WP_is_on_map
			    					any_independent_ruler = {
				    					valid_offmap_china_target_location = yes #within the right area...
										is_nomadic = no # Don't subjugate nomads
										num_of_count_titles_in_realm = 20
						    			valid_offmap_china_target = yes
									}
								}
								AND = { # or, if WP is unlanded, an eligble realm by the eastern border of the map...
									has_offmap_tmp_flag = WP_is_not_on_map
				    				any_independent_ruler = {
										capital_scope = { region = custom_eastern_edge_of_map }
										is_nomadic = no # Don't subjugate nomads
										num_of_count_titles_in_realm = 20
						    			valid_offmap_china_target = yes
									}	
								}
							}
    					}

    					#Can trigger the failsafe (potentially SMALL land grab)
    					AND = {
    						has_offmap_tmp_flag = WP_is_on_map
		    				any_neighbor_independent_ruler = {
								valid_offmap_china_target_location = yes
				    			valid_offmap_china_target = yes
								higher_real_tier_than = BARON
								is_nomadic = no # Don't subjugate nomads
							}
    					}
    				}
    			}

				modifier = {
					factor = 1.5
					has_status = china_golden_age
				}
				modifier = {
					factor = 3
					has_policy = china_expansionist
				}
				modifier = {
					factor = 4
					china_is_golden_age_expansionist_trigger = yes
				}
				modifier = {
					factor = 2 #More likely to happen if China is NOT on the map ... (they want land!)
					has_offmap_tmp_flag = WP_is_not_on_map 
					OR = {
						has_status = china_golden_age
						has_policy = china_expansionist
					}
				}

				random_list = {
					100 = { # Go for Jiuquan (Grab Dunhuang, Anxi, etc - regardless of expansionist or not, on map or not) 
						trigger = {
							NOT = { completely_controls = d_jiuquan }
	    					d_jiuquan = {
	    						any_direct_de_jure_vassal_title = {
		    						holder_scope = {
										top_liege = {
											valid_offmap_china_target = yes
										}
									}
	    						}
	    					}
						}

						#The WP will try to grab whatever they can within Jiuquan...
						d_jiuquan = {
							#add_claim = ROOT #No claim on the duchy title, as then they can grab more land than intended - they can usurp it afterwards instead					
							any_direct_de_jure_vassal_title = {
								add_claim = ROOT
							}
							random_direct_de_jure_vassal_title = {
								limit = {
									holder_scope = {
										top_liege = {
											valid_offmap_china_target = yes
										}
									}
								}
								holder_scope = {
									top_liege = {
										save_event_target_as = chinese_invasion_target
									}
								}
							}
						}	    				
						set_offmap_tmp_flag = should_claim_all_titles_war # Makes sure they will go after Jiuquan counties...
						#change_variable = { which = global_major_invasions_launched value = 1 } # For logging purposes
					}

					50 = { # Go for something medium sized (MEDIUM land grab - if expansionist)
						trigger = {
							has_policy = china_expansionist
							OR = {
								AND = { # must either be an eligble realm around within the target area...
									has_offmap_tmp_flag = WP_is_on_map
				    				any_independent_ruler = {
										valid_offmap_china_target_location = yes
										is_nomadic = no # Don't subjugate nomads
										num_of_count_titles_in_realm = 15
										NOT = { num_of_count_titles_in_realm = 30 }
						    			valid_offmap_china_target = yes
									}	
								}
								AND = { # or, if WP is unlanded, an eligble realm by the eastern border of the map...
									has_offmap_tmp_flag = WP_is_not_on_map
				    				any_independent_ruler = {
										capital_scope = { region = custom_eastern_edge_of_map }
										is_nomadic = no # Don't subjugate nomads
										num_of_count_titles_in_realm = 10
										NOT = { num_of_count_titles_in_realm = 40 }
						    			valid_offmap_china_target = yes
									}	
								}
							}
						}

						# If WP is landed
						if = { limit = { has_offmap_tmp_flag = WP_is_on_map }
							random_independent_ruler = {
					    		limit = {
					    			valid_offmap_china_target_location = yes #within the right area...
									is_nomadic = no # Don't subjugate nomads
									num_of_count_titles_in_realm = 15
									NOT = { num_of_count_titles_in_realm = 30 }
					    			valid_offmap_china_target = yes
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}

						#However, if someone nearby also fits the bill, go for that instead (overwrites saved target)
						if = { limit = { has_offmap_tmp_flag = WP_is_on_map } 
							random_neighbor_independent_ruler = {
					    		limit = {
					    			valid_offmap_china_target_location = yes #within the right area...
									is_nomadic = no # Don't subjugate nomads
									num_of_count_titles_in_realm = 15
									NOT = { num_of_count_titles_in_realm = 30 }
					    			valid_offmap_china_target = yes
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}

						#Exception: if WP is unlanded (then go Eastern Edge of map)
						if = { limit = { has_offmap_tmp_flag = WP_is_not_on_map }
							random_independent_ruler = {
					    		limit = {
					    			capital_scope = { region = custom_eastern_edge_of_map }
									is_nomadic = no # Don't subjugate nomads
									num_of_count_titles_in_realm = 10
									NOT = { num_of_count_titles_in_realm = 40 }
					    			valid_offmap_china_target = yes
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}
						set_offmap_tmp_flag = start_submission_war
						#change_variable = { which = global_major_invasions_launched value = 1 } # For logging purposes
					}

					10 = { # Go for something big (BIG land grab - if expansionist)
						trigger = {
	    					has_policy = china_expansionist
							OR = {
								AND = { # must either be an eligble realm around within the target area...
									has_offmap_tmp_flag = WP_is_on_map
			    					any_independent_ruler = {
				    					valid_offmap_china_target_location = yes #within the right area...
										is_nomadic = no # Don't subjugate nomads
										num_of_count_titles_in_realm = 20
						    			valid_offmap_china_target = yes
									}
								}
								AND = { # or, if WP is unlanded, an eligble realm by the eastern border of the map...
									has_offmap_tmp_flag = WP_is_not_on_map
				    				any_independent_ruler = {
										capital_scope = { region = custom_eastern_edge_of_map }
										is_nomadic = no # Don't subjugate nomads
										num_of_count_titles_in_realm = 20
						    			valid_offmap_china_target = yes
									}	
								}
							}
		    			}
		    			modifier = {
							factor = 2
							has_status = china_golden_age
						}

						# If WP is landed, find target (good)
						if = { limit = { has_offmap_tmp_flag = WP_is_on_map }
							random_independent_ruler = {
					    		limit = {
					    			valid_offmap_china_target_location = yes #within the right area...
									is_nomadic = no # Don't subjugate nomads
									num_of_count_titles_in_realm = 20
					    			valid_offmap_china_target = yes
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}

						# Although, if someone is available that the Emperor also DISLIKES... (better)
						if = { limit = { has_offmap_tmp_flag = WP_is_on_map }
							random_independent_ruler = {
					    		limit = {
					    			valid_offmap_china_target_location = yes #within the right area...
									is_nomadic = no # Don't subjugate nomads
									num_of_count_titles_in_realm = 20
					    			valid_offmap_china_target = yes
					    			disliked_by_offmap = { type = offmap_china }
									NOT = { liked_by_offmap = { type = offmap_china } }
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}

						#However, if someone nearby also fits the bill, go for that instead... (even better)
						if = { limit = { has_offmap_tmp_flag = WP_is_on_map } 
							random_neighbor_independent_ruler = {
					    		limit = {
									is_nomadic = no # Don't subjugate nomads
									num_of_count_titles_in_realm = 20
					    			valid_offmap_china_target = yes
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}

						#However, if someone nearby fits, and the Emperor also DISLIKES them, jackpot... (best)
						if = { limit = { has_offmap_tmp_flag = WP_is_on_map } 
							random_neighbor_independent_ruler = {
					    		limit = {
									is_nomadic = no # Don't subjugate nomads
									num_of_count_titles_in_realm = 20
					    			valid_offmap_china_target = yes
									disliked_by_offmap = { type = offmap_china }
									NOT = { liked_by_offmap = { type = offmap_china } }
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}

						#Exception: if WP is unlanded (then go Eastern Edge of map)
						if = { limit = { has_offmap_tmp_flag = WP_is_not_on_map }
							random_independent_ruler = {
					    		limit = {
					    			capital_scope = { region = custom_eastern_edge_of_map }
									is_nomadic = no # Don't subjugate nomads
									num_of_count_titles_in_realm = 20
					    			valid_offmap_china_target = yes
					    		}
					    		save_event_target_as = chinese_invasion_target
							}
						}
						set_offmap_tmp_flag = start_submission_war
						#change_variable = { which = global_major_invasions_launched value = 1 } # For logging purposes
					}

					100 = { # FAILSAFE: Go for something nearby and possibly small sized (SMALL (?) land grab - only if on map and with appropriate NEIGHBORS (to prevent bordergore))
						trigger = {
							# there must be an eligble neighbor realm around, within the target area...
							has_offmap_tmp_flag = WP_is_on_map
		    				any_neighbor_independent_ruler = {
								valid_offmap_china_target_location = yes
				    			valid_offmap_china_target = yes
								is_nomadic = no # Don't subjugate nomads
							}
						}

						#Picks any random neighboring ruler...
						random_neighbor_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target_location = yes #within the right area...
								is_nomadic = no # Don't subjugate nomads
				    			valid_offmap_china_target = yes
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						# Try to find a small target
						random_neighbor_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target_location = yes #within the right area...
								NOT = { num_of_count_titles_in_realm = 20 }
								is_nomadic = no # Don't subjugate nomads
				    			valid_offmap_china_target = yes
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						# Try to find a smaller target
						random_neighbor_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target_location = yes #within the right area...
								NOT = { num_of_count_titles_in_realm = 10 }
								is_nomadic = no # Don't subjugate nomads
				    			valid_offmap_china_target = yes
				    		}
				    		save_event_target_as = chinese_invasion_target
						}
						# Best case - Try to find an even smaller target
						random_neighbor_independent_ruler = {
				    		limit = {
				    			valid_offmap_china_target_location = yes #within the right area...
								NOT = { num_of_count_titles_in_realm = 5 }
								is_nomadic = no # Don't subjugate nomads
				    			valid_offmap_china_target = yes
				    		}
				    		save_event_target_as = chinese_invasion_target
						}

						set_offmap_tmp_flag = start_submission_war

						if = { 
							limit = { 
								event_target:chinese_invasion_target = { 
									NOT = { num_of_count_titles_in_realm = 20 }
								} 
							} #tracks whether this should actually count as a "major" invasion or not
							set_offmap_tmp_flag = attacked_small_neighbor
						}
						else_if = {
							limit = {
								NOT = { has_policy = china_expansionist }
							}
							#Target to big for non-expansionist China, Abort!
							
							### Logging
							log = "-------------------------------------"
							log = "China Logging:"
							log = "Non-expansionist China didn't find a suitable submission target"
							log = "No invasions happened this year - clearing all flags. Better luck next year!"
							log = "Current status: [From.Offmap.GetStatus]. Current policy: [From.Offmap.GetPolicy]."
							log = "-------------------------------------"
							####

							offmap_china = {
								clr_offmap_tmp_flag = WP_is_on_map
								clr_offmap_tmp_flag = WP_is_not_on_map
								clr_offmap_tmp_flag = launching_invasion_of_the_west
								clr_offmap_tmp_flag = tributary_invasion_fired
								clr_offmap_tmp_flag = major_invasion_fired
								clr_offmap_tmp_flag = sent_major_invasion_cleanup
								clr_offmap_tmp_flag = pretender_chinese_empire_exists
								clr_offmap_tmp_flag = start_submission_war
							}
							break = yes # Careless, I know...
						}
						else = {
							#change_variable = { which = global_major_invasions_launched value = 1 } # For logging purposes
						}
					}
				}

				character_event = { id = JD.10103 } # Checks for which type of war to be declared, declares war on chinese_invasion_target + send news event to players...
				#change_variable = { which = global_major_invasions_launched value = 1 } # For logging purposes
			}

			100 = {
				#Nothing happens
				modifier = {
					factor = 0
					offmap_china = { has_policy = china_expansionist }
				}
				### Logging
				log = "-------------------------------------"
				log = "China Logging:"
				log = "No invasions happened this year - clearing all flags. Better luck next year!"
				log = "Current status: [From.Offmap.GetStatus]. Current policy: [From.Offmap.GetPolicy]."
				log = "-------------------------------------"
				####

				offmap_china = {
					clr_offmap_tmp_flag = WP_is_on_map
					clr_offmap_tmp_flag = WP_is_not_on_map
					clr_offmap_tmp_flag = launching_invasion_of_the_west
					clr_offmap_tmp_flag = tributary_invasion_fired
					clr_offmap_tmp_flag = major_invasion_fired
		    		clr_offmap_tmp_flag = sent_major_invasion_cleanup
		    		clr_offmap_tmp_flag = pretender_chinese_empire_exists
		    	}
			}
		}
    }
}

##Visible event for player: "Become tributary of China, or prepare to be conquered"
character_event = {
    id = JD.10130
    is_triggered_only = yes
    picture = GFX_evt_china_invades
    desc = EVTDESC_JD_10130_A
    has_dlc = "Jade Dragon"

    immediate = {
    	set_character_flag = asked_to_become_tributary
    }

    option = {	
		name = {
        	text = EVTOPTA_JD_10130 #We would be humbled to serve the Emperor...
        	trigger = {
				NOT = { has_character_modifier = china_raid_active }
        	}
        }
		
		name = {
        	text = EVTOPTA_JD_10130_B # We raid China
        	trigger = {
				has_character_modifier = china_raid_active
        	}
        }
    	
		prestige = -100
		add_grace_minor_effect = yes

		if = {
			limit = { is_tributary = yes }
			custom_tooltip = {
				text = "REMOVE_PREVIOUS_SUZERAIN"
				hidden_tooltip = {
					any_suzerain = {
						ROOT = {
							remove_tributary = PREV
						}
					}
				}
			}
		}

		if = { # Remove Raid China if active
			limit = {
				has_character_modifier = china_raid_active
			}
			remove_character_modifier = china_raid_active
			hidden_effect = {
				add_character_modifier = {
					name = china_raid_grace_cd
					hidden = yes
					years = 5
				}
			}
		}

		FROM = {
			prestige = 200
			make_tributary = { who = ROOT tributary_type = offmap }
		}

		#Send news of you becoming tributary, to interested player parties...
		any_player = {
			limit = {
				has_offmap_news_enabled = offmap_china
				is_within_diplo_range = ROOT
				NOT = { character = ROOT }
			}
    		narrative_event = { id = JD.10105 } #News: "China has gained <target> as their tributary"
		}

		clr_character_flag = asked_to_become_tributary

		ai_chance = {
			factor = 20
			modifier = {
				factor = 1.5
				trait = craven
			}
			modifier = {
				factor = 1.1
				offmap_china = {
					has_policy = china_expansionist
				}
			}
		}
    }
    option = {
    	name = EVTOPTB_JD_10130 #Never!
    	detract_grace_super_huge_effect = yes
    	custom_tooltip = {
    		text = EVTOPTB_JD_10130_TT
    	}
    	FROM = {
    		character_event = { id = JD.10101 } #WP declares tributary war on you...
    	}

    	clr_character_flag = asked_to_become_tributary

    	ai_chance = {
			factor = 10
			modifier = {
				factor = 1.1
				trait = brave
			}
			modifier = {
				factor = 1.1
				trait = ambitious
			}
			modifier = {
				factor = 1.1
				trait = greedy
			}
			modifier = { #The bigger the realm, the more likely they are to oppose the offer...
				factor = 1.5
				num_of_count_titles_in_realm = 10
			}
			modifier = {
				factor = 1.5
				num_of_count_titles_in_realm = 15
			}
			modifier = {
				factor = 1.5
				num_of_count_titles_in_realm = 20
			}
		}
    }
}

##### Tributary Invasion [where the CB is set and troops are spawned] #####
character_event = {
    id = JD.10101
    desc = EVTDESC_JD_10101

    has_dlc = "Jade Dragon"

    picture = GFX_evt_china_invades
    border = GFX_event_normal_frame_war
    is_triggered_only = yes

	hide_window = yes
    
    immediate = {
    	set_offmap_tmp_flag = tributary_invasion_fired

    	### Depending on type of invasion, where the troops spawn will be different... Example below:
    	if = { #If the WP currently holds land on map, spawn Chinese Troops from their capital
			limit = { has_offmap_tmp_flag = WP_is_on_map }
			
			random_realm_province = {
				limit = { is_capital = yes }
				save_event_target_as = chinese_invasion_spawn_point_province
			}

		}
		if = { #If NOT on map, find random good place to spawn the Chinese Troops (in this example, Anxi or Dunhuang)
			limit = { has_offmap_tmp_flag = WP_is_not_on_map }

			random_list = {
				10 = { #Anxi
					1408 = { save_event_target_as = chinese_invasion_spawn_point_province }
				}
				10 = { #Dunhuang
					1448 = { save_event_target_as = chinese_invasion_spawn_point_province }
				}
			}
		}

		war = {
			casus_belli = tributary_offmap_cb
			target = event_target:chinese_invasion_target
		}
		
		### Logging....
		if = {
			limit = {
				event_target:chinese_invasion_target = {
					NOT = { num_of_count_titles_in_realm = 20 }
				}
			}
			log = "-------------------------------------"
			log = "China Logging:"
			log = "China declared MINOR tributary war on [chinese_invasion_target.GetBestName]"
			log = "Current status: [FromFrom.Offmap.GetStatus]. Current policy: [FromFrom.Offmap.GetPolicy]."
			log = "-------------------------------------"
		}
		else = {
			log = "-------------------------------------"
			log = "China Logging:"
			log = "China declared MEDIUM tributary war on [chinese_invasion_target.GetBestName]"
			log = "Current status: [FromFrom.Offmap.GetStatus]. Current policy: [FromFrom.Offmap.GetPolicy]."
			log = "-------------------------------------"
		}


		#offmap_china = {
		#	if = {
		#		limit = {
		#			has_policy = china_open
		#		}
		#		change_variable = {
		#			which = global_china_amount_of_tributary_wars_during_open
		#			value = 1
		#		}
		#	}
		#	if = {
		#		limit = {
		#			has_policy = china_expansionist
		#		}
		#		change_variable = {
		#			which = global_china_amount_of_tributary_wars_during_expansionist
		#			value = 1
		#		}
		#	}
		#}
		###

    	#Send news of invasion to interested player parties...
		any_player = {
			limit = {
				has_offmap_news_enabled = offmap_china
				is_within_diplo_range = ROOT
			}
    		narrative_event = { id = JD.10102 } #News: "China has launched an attack on <target> to make them their tributary"
		}
    }
}

narrative_event = { #NEWS: visible event for player (someone PEACEFULLY became a tributary to China, from accepting the demand) 
    id = JD.10105
	has_dlc = "Jade Dragon"
    title = NEWS_FROM_CHINA
	picture = GFX_evt_china_invades
	portrait = offmap_china
	window = EventWindowOffmap
	background = GFX_event_window_news_from_china
    is_triggered_only = yes
    
	desc = {
		text = EVTDESC_JD_10105_A
		trigger = {
			event_target:chinese_invasion_target = { #if a small place
				NOT = { num_of_count_titles_in_realm = 20 }
			}
		}
	}
	desc = {
		text = EVTDESC_JD_10105_B
		trigger = {
			event_target:chinese_invasion_target = { #if a bigger realm
				num_of_count_titles_in_realm = 20
			}
		}
	}

    
    option = {      
        name = EVTOPTA_JD_10105
        show_portrait = event_target:chinese_invasion_target
        custom_tooltip = { text = EVTOPTA_JD_10105_TT }
    }
}

narrative_event = { # NEWS: visible event for player (tributary invasion)
    id = JD.10102
	has_dlc = "Jade Dragon"
    title = NEWS_FROM_CHINA
	picture = GFX_evt_china_invades
	portrait = offmap_china
	window = EventWindowOffmap
	background = GFX_event_window_news_from_china

	desc = {
		text = EVTDESC_JD_10102_A
		trigger = {
			event_target:chinese_invasion_target = { character = ROOT }
		}
	}
	desc = {
		text = EVTDESC_JD_10102_B
		trigger = {
			NOT = { event_target:chinese_invasion_target = { character = ROOT } }
		}
	}

	has_dlc = "Jade Dragon"

    is_triggered_only = yes

    option = {
        name = {
        	text = EVTOPTA_JD_10102_A_brave
        	trigger = {
				trait = brave
        	}
        }
        name = {
        	text = EVTOPTA_JD_10102_A_craven
        	trigger = {
				trait = craven
        	}
        }
        name = {
        	text = EVTOPTA_JD_10102_A_pious
        	trigger = {
				is_pious_trigger = yes
        	}
        }
        name = {
        	text = EVTOPTA_JD_10102_A_neutral
        	trigger = {
				NOT = { trait = craven }
				NOT = { trait = brave }
				NOT = { is_pious_trigger = yes }
        	}
        }
        trigger = {
         	event_target:chinese_invasion_target = { character = ROOT }
        }
    }

    option = {
        name = {
        	text = EVTOPTA_JD_10102_B_same_religion #May [HighGod] protect them
        	trigger = {	event_target:chinese_invasion_target = { religion_group = ROOT } }
        }
        name = {
        	text = EVTOPTA_JD_10102_B_other_religion #May their gods protect them
        	trigger = {	NOT = { event_target:chinese_invasion_target = { religion_group = ROOT } } }
        }

        event_target:chinese_invasion_target = { show_portrait = yes }
        
        trigger = {
         	NOT = { event_target:chinese_invasion_target = { character = ROOT } }
        }
    }
}


##### Major Invasion [where the CB is set and troops are spawned] ##### WIP
character_event = {
    id = JD.10103

    has_dlc = "Jade Dragon"

    is_triggered_only = yes

	hide_window = yes
    
    immediate = {
    	if = { limit = { NOT = { has_offmap_tmp_flag = attacked_small_neighbor } } #only mark as "major" if it was actually that
    		set_offmap_tmp_flag = major_invasion_fired #used for cooldown (cleared from other yearly pulse clean-up events)
    	}

    	if = { #If the WP currently holds land on map, spawn Chinese Troops from their capital
			limit = { has_offmap_tmp_flag = WP_is_on_map }
			
			random_realm_province = {
				limit = { is_capital = yes }
				save_event_target_as = chinese_invasion_spawn_point_province
			}
		}
		if = { #If NOT on map, find random good place to spawn the Chinese Troops
			limit = { has_offmap_tmp_flag = WP_is_not_on_map }

			random_list = {
				10 = { #Anxi
					1408 = { save_event_target_as = chinese_invasion_spawn_point_province }
				}
				10 = { #Dunhuang
					1448 = { save_event_target_as = chinese_invasion_spawn_point_province }
				}
				10 = { #Jiuquan
					1513 = { save_event_target_as = chinese_invasion_spawn_point_province } 
				}
				10 = { #Yizhou
					1450 = { save_event_target_as = chinese_invasion_spawn_point_province } 
				}
				10 = { #Gaochang
					1446 = { save_event_target_as = chinese_invasion_spawn_point_province } 
				}
				10 = { #Luntai
					1449 = { save_event_target_as = chinese_invasion_spawn_point_province } 
				}
			}
		}

		#Declare war on target...
		if = {
			limit = { has_offmap_tmp_flag = should_claim_all_titles_war }
			if = {
				limit = {
					can_use_cb = {
						casus_belli = claim_all
						target = event_target:chinese_invasion_target
						only_check_triggers = yes
					}
				}
				war = {
					casus_belli = claim_all
					target = event_target:chinese_invasion_target
				}
			}
			else = {
				any_claim = {
					limit = {
						holder_scope = {
							OR = {
								character = event_target:chinese_invasion_target
								top_liege = {
									character = event_target:chinese_invasion_target
								}
							}
						}
					}
					ROOT = {
						war = {
							casus_belli = claim
							target = event_target:chinese_invasion_target
							thirdparty_title = PREV
						}						
					}
				}
			}
		}
		if = {
			limit = { has_offmap_tmp_flag = start_submission_war }
			war = {
				casus_belli = offmap_submission
				target = event_target:chinese_invasion_target
			}
		}
		
		### Logging
		log = "-------------------------------------"
		log = "China Logging:"
		log = "China declared submission/claim war on [chinese_invasion_target.GetBestName]"
		log = "Current status: [From.Offmap.GetStatus]. Current policy: [From.Offmap.GetPolicy]."
		log = "-------------------------------------"

		### Logging....
		if = {
			limit = { has_offmap_tmp_flag = start_submission_war }
			if = {
				limit = {
					event_target:chinese_invasion_target = {
						NOT = { num_of_count_titles_in_realm = 20 }
					}
				}
				log = "-------------------------------------"
				log = "China War Logging:"
				log = "China declared MINOR submission war on [chinese_invasion_target.GetBestName]"
				log = "Current status: [FromFrom.Offmap.GetStatus]. Current policy: [FromFrom.Offmap.GetPolicy]."
				log = "-------------------------------------"
			}
			else = {
				log = "-------------------------------------"
				log = "China War Logging:"
				log = "China declared MAJOR submission war on [chinese_invasion_target.GetBestName]"
				log = "Current status: [FromFrom.Offmap.GetStatus]. Current policy: [FromFrom.Offmap.GetPolicy]."
				log = "-------------------------------------"
			}
		}

		if = {
			limit = { has_offmap_tmp_flag = should_claim_all_titles_war }
			if = {
				limit = {
					event_target:chinese_invasion_target = {
						NOT = { num_of_count_titles_in_realm = 20 }
					}
				}
				log = "-------------------------------------"
				log = "China War Logging:"
				log = "China declared MINOR claim war on [chinese_invasion_target.GetBestName]"
				log = "Current status: [FromFrom.Offmap.GetStatus]. Current policy: [FromFrom.Offmap.GetPolicy]."
				log = "-------------------------------------"
			}
			else = {
				log = "-------------------------------------"
				log = "China War Logging:"
				log = "China declared MEDIUM claim war on [chinese_invasion_target.GetBestName]"
				log = "Current status: [FromFrom.Offmap.GetStatus]. Current policy: [FromFrom.Offmap.GetPolicy]."
				log = "-------------------------------------"
			}
		}

		#offmap_china = {
		#	if = {
		#		limit = {
		#			has_policy = china_open
		#		}
		#		change_variable = {
		#			which = global_china_amount_of_submission_during_open
		#			value = 1
		#		}
		#	}
		#	if = {
		#		limit = {
		#			has_policy = china_expansionist
		#		}
		#		change_variable = {
		#			which = global_china_amount_of_submission_during_expansionist
		#			value = 1
		#		}
		#	}
		#}
		
		###
		clr_offmap_tmp_flag = start_submission_war
		clr_offmap_tmp_flag = should_claim_all_titles_war

    	#Send news of invasion to interested player parties...
    	any_player = {
			limit = {
				has_offmap_news_enabled = offmap_china
				is_within_diplo_range = ROOT
			}
    		narrative_event = { id = JD.10104 days = 1 } #News: "China has launched a major attack on <target>"
		}
    }
}

narrative_event = { # NEWS: Major invasion declared on <target>! (Visible event for players + player target, fired from JD.10103)
    id = JD.10104
    title = NEWS_FROM_CHINA
	picture = GFX_evt_china_invades
	portrait = offmap_china
	window = EventWindowOffmap
	background = GFX_event_window_news_from_china

	has_dlc = "Jade Dragon"

	desc = {
		text = EVTDESC_JD_10104_A
		trigger = {
			event_target:chinese_invasion_target = { character = ROOT }
		}
	}
	desc = {
		text = EVTDESC_JD_10104_B
		trigger = {
			NOT = { event_target:chinese_invasion_target = { character = ROOT } }
		}
	}

    is_triggered_only = yes

    option = {
        name = {
        	text = EVTOPTA_JD_10102_A_brave
        	trigger = {
				trait = brave
        	}
        }
        name = {
        	text = EVTOPTA_JD_10102_A_craven
        	trigger = {
				trait = craven
        	}
        }
        name = {
        	text = EVTOPTA_JD_10102_A_pious
        	trigger = {
				is_pious_trigger = yes
        	}
        }
        name = {
        	text = EVTOPTA_JD_10102_A_neutral
        	trigger = {
				NOT = { trait = craven }
				NOT = { trait = brave }
				NOT = { is_pious_trigger = yes }
        	}
        }
        trigger = {
         	event_target:chinese_invasion_target = { character = ROOT }
        }
    }

    option = {
        name = {
        	text = EVTOPTA_JD_10104_B_brave
        	trigger = {
				trait = brave
        	}
        }
        name = {
        	text = EVTOPTA_JD_10104_B_pious
        	trigger = {
				is_pious_trigger = yes
        	}
        }
        name = {
        	text = EVTOPTA_JD_10102_A_neutral
        	trigger = {
				NOT = { trait = craven }
				NOT = { is_pious_trigger = yes }
        	}
        }

        event_target:chinese_invasion_target = { show_portrait = yes }

        trigger = {
         	NOT = { event_target:chinese_invasion_target = { character = ROOT } }
        }
    }
}


#Cleanup event REGULAR [sent from yearly pulse]
character_event = {
    id = JD.10200

    has_dlc = "Jade Dragon"

    is_triggered_only = yes
    
    hide_window = yes

    trigger = {
    	FROM = { is_offmap_tag = offmap_china }
    	OR = {
	    	offmap_china = {
	    		had_offmap_tmp_flag = {
	    			flag = tributary_invasion_fired
	    			years = 5
	    		}
	    	}
	    	offmap_china = {
	    		had_offmap_tmp_flag = {
	    			flag = launching_invasion_of_the_west
	    			years = 5
	    		}
	    	}
	    	offmap_china = { #To make sure smaller wars can be waged more often...
	    		had_offmap_tmp_flag = {
	    			flag = attacked_small_neighbor
	    			years = 3
	    		}
	    	}	    	
    	}
    }

    immediate = {
    	offmap_china = {
			clr_offmap_tmp_flag = WP_is_on_map
			clr_offmap_tmp_flag = WP_is_not_on_map
			clr_offmap_tmp_flag = launching_invasion_of_the_west
			clr_offmap_tmp_flag = tributary_invasion_fired
			clr_offmap_tmp_flag = attacked_small_neighbor
    	}
    }
}

#Cleanup event for MAJOR invasion [sent from yearly pulse] 
character_event = {
    id = JD.10201

    has_dlc = "Jade Dragon"

    is_triggered_only = yes
    
    hide_window = yes

    trigger = {
    	FROM = { is_offmap_tag = offmap_china }
    	offmap_china = {
    		OR = {
	    		had_offmap_tmp_flag = {
					flag = major_invasion_fired
					years = 20
				}
				had_offmap_tmp_flag = {
					flag = sent_major_invasion_cleanup
					years = 5
				}
			}
    	}
    }

    immediate = {
    	offmap_china = {
    		clr_offmap_tmp_flag = major_invasion_fired
    		clr_offmap_tmp_flag = sent_major_invasion_cleanup
    	}
    }
}

#Sets exception flag for new rulers - makes sure China's new Emperor can be a belligerent as they please [fired from on_offmap_ruler_changed]
character_event = {
    id = JD.10202

    has_dlc = "Jade Dragon"

    is_triggered_only = yes
    
    hide_window = yes

    trigger = {
    	is_offmap_tag = offmap_china
    	offmap_china = {
    		NOT = { has_policy = china_isolationist }
    		OR = {
    			has_offmap_tmp_flag = WP_is_on_map
				has_offmap_tmp_flag = WP_is_not_on_map
    			has_offmap_tmp_flag = major_invasion_fired
				has_offmap_tmp_flag = launching_invasion_of_the_west
				has_offmap_tmp_flag = tributary_invasion_fired
				has_offmap_tmp_flag = major_invasion_fired
				has_offmap_tmp_flag = attacked_small_neighbor
    		}
    	}
    }

    immediate = {
    	set_offmap_tmp_flag = sent_major_invasion_cleanup
    }
}

###### Fallback gating event (to handle Displaced Princes, Jurchen Invacers, and Rebel Generals)	#########
###### ... in case the old Protector General left some paper-work behind when they abandoned office #########
###### (Fires for the current governor, from offmap_monthly_pulse) 									#########
character_event = {
    id = JD.10121
    has_dlc = "Jade Dragon"

    hide_window = yes
    is_triggered_only = yes

    trigger = {
        FROM = { 
			is_offmap_tag = offmap_china 
			OR = {
				has_offmap_flag = waiting_to_spawn_a_displaced_royal
				has_offmap_flag = waiting_to_spawn_a_jurchen_invader
				has_offmap_flag = waiting_to_spawn_a_rebel_general
			}
		}
    }

    immediate = {
		FROM = {
			trigger_switch = {
				on_trigger = has_offmap_flag
				waiting_to_spawn_a_displaced_royal = {
					governor = {
						character_event = { id = JD.10113 days = 15 } #Spawns a Displaced Prince adventurer...
					}
					log = "China Logging:"
					log = "Attempting to spawn a Displaced Royal, via monthly pulse fallback event (since the old governor left office). Character should spawn in 15 days."
				}
				waiting_to_spawn_a_jurchen_invader = {
					governor = {
						character_event = { id =  JD.10109 days = 15 } #Spawns a Jurchen tribe leader...
					}
					log = "China Logging:"
					log = "Attempting to spawn a Jurchen Invader, via monthly pulse fallback event (since the old governor left office). Character should spawn in 15 days."
				}
				waiting_to_spawn_a_rebel_general = {
					governor = {
						character_event = { id = JD.60200 days = 15 } #Spawns a Rebel General
					}
					log = "China Logging:"
					log = "Attempting to spawn a Rebel General, via monthly pulse fallback event (since the old governor left office). Character should spawn in 15 days."
				}
			}
			clr_offmap_flag = waiting_to_spawn_a_displaced_royal
			clr_offmap_flag = waiting_to_spawn_a_jurchen_invader
			clr_offmap_flag = waiting_to_spawn_a_rebel_general
		}
    }
}

############################################################################################################################
#News event for Jurchen tribe/Displaced prince invasion/adventurer (stand-alone, fired further down, from JD.10109)
############################################################################################################################
narrative_event = {
    id = JD.10108
	has_dlc = "Jade Dragon"
    title = NEWS_FROM_CHINA
	picture = GFX_evt_china_rebel_general
	portrait = offmap_china
	window = EventWindowOffmap
	background = GFX_event_window_news_from_china
    is_triggered_only = yes

    desc = {
    	text = EVTDESC_JD_10108_JURCHEN
    	trigger = {
			event_target:the_chinese_invader = { has_character_flag = is_jurchen_invader }
    	}
    }
    desc = {
    	text = EVTDESC_JD_10108_DISPLACED_PRINCE
    	trigger = {
			event_target:the_chinese_invader = { has_character_flag = is_displaced_prince }
    	}
    }
    desc = {
    	text = EVTDESC_JD_10108_REBEL_GENERAL
    	trigger = {
			event_target:the_chinese_invader = { has_character_flag = is_rebel_general }
    	}
    }

    has_dlc = "Jade Dragon"

    trigger = {
    	event_target:the_chinese_invader = { is_alive = yes }
    }

    option = {
        name = EVTOPTA_JD_10108
    }
}

#########################################################################################################
### Spawning Altaic Tribe adventurer... (fires for the governor, from jd_chinese_status_and_policy_events file)
#########################################################################################################
character_event = {
    id = JD.10109

    has_dlc = "Jade Dragon"

    hide_window = yes
    is_triggered_only = yes

    trigger = {
        #is_offmap_tag = offmap_china
    	#NOT = { dynasty = FROM } #for the prince only
    }

    immediate = {
		clr_character_flag = spawning_a_displaced_royal
    	clr_character_flag = spawning_a_jurchen_invader
    	clr_character_flag = spawning_a_rebel_general

    	save_event_target_as = the_protector_general

		random_list = {
			50 = {
				create_character = {
					random_traits = yes
					religion = taoist
					culture = jurchen
					dynasty = actually_culture
					female = no
					age = 30
					trait = tough_soldier
					historical = yes
				}
				new_character = {
					add_trait = ambitious
					remove_trait = content
					remove_trait = craven
					set_character_flag = is_jurchen_invader
					save_event_target_as = jurchen_invader
					save_event_target_as = the_chinese_invader #loc based on what flag this target has
					character_event = { id = JD.10110 }
					log = "China Logging:"
					log = "[This.GetFullName] ID [This.GetID] is the Jurchen Invader"
				}
			}
			50 = {
				create_character = {
					random_traits = yes
					religion = taoist
					culture = khitan
					dynasty = actually_culture
					female = no
					age = 30
					trait = tough_soldier
					historical = yes
				}
				new_character = {
					add_trait = ambitious
					remove_trait = content
					remove_trait = craven
					set_character_flag = is_jurchen_invader
					save_event_target_as = jurchen_invader
					save_event_target_as = the_chinese_invader #loc based on what flag this target has
					character_event = { id = JD.10110 }
					log = "China Logging:"
					log = "[This.GetFullName] ID [This.GetID] is the Jurchen Invader"
				}
			}
		}
		any_player = {
			limit = {
				has_offmap_news_enabled = offmap_china
				is_within_diplo_range = ROOT
			}
			narrative_event = { id = JD.10108 days = 1 } #News: "A wild adventurer appears" (uses triggered desc to mention it's a prince)
		}
    }
}

#########################################################################################################
### Spawning Displaced Prince - Only in case of dynasty change...  (fires for the governor, from JD.50300, jd_chinese_status_and_policy_events file )
#########################################################################################################
character_event = {
    id = JD.10113 #Sorry about the wrong ID order. Don't let it get to you!

    has_dlc = "Jade Dragon"

    hide_window = yes
    is_triggered_only = yes
    
    trigger = {
        #is_offmap_tag = offmap_china
    	#NOT = { dynasty = FROM } #for the prince only
    }

    immediate = {
    	clr_character_flag = spawning_a_displaced_royal
    	clr_character_flag = spawning_a_jurchen_invader
    	clr_character_flag = spawning_a_rebel_general

    	save_event_target_as = the_protector_general

    	offmap_china = {
    		offmap_prev_ruler = {
    			save_event_target_as = previousEmperor
    		}
    	}

    	create_character = {
			random_traits = yes
			religion = event_target:previousEmperor		### KCC ###
			culture = event_target:previousEmperor 
			dynasty = event_target:previousEmperor
			female = no
			age = 20
			trait = tough_soldier
			historical = yes
		}
		new_character = {
			save_event_target_as = displaced_prince
			if = {
				limit = {
					event_target:previousEmperor = {
						could_be_parent_of = event_target:displaced_prince
					}
				}
				set_father = event_target:previousEmperor
			}
			else_if = {
				limit = {
					event_target:previousEmperor = {
						father_even_if_dead = {
							could_be_parent_of = event_target:displaced_prince
						}
					}
				}
				event_target:previousEmperor = {
					father_even_if_dead = {
						event_target:displaced_prince = {
							set_father = PREV
						}
					}
				}
			}
			else_if = {
				limit = {
					event_target:previousEmperor = {
						any_dynasty_member_even_if_dead  = {
							is_or_was_offmap_power_ruler = yes
							is_female = no
							could_be_parent_of = event_target:displaced_prince
						}
					}
				}
				
				event_target:previousEmperor = {
					random_dynasty_member_even_if_dead = {
						limit = {
							is_or_was_offmap_power_ruler = yes
							is_female = no
							could_be_parent_of = event_target:displaced_prince
						}
						event_target:displaced_prince = {
							set_father = PREV
						}
					}
				}
			}
			else_if = {
				limit = {
					event_target:previousEmperor = {
						any_dynasty_member_even_if_dead  = {
							is_or_was_offmap_power_ruler = yes
							is_female = yes
							could_be_parent_of = event_target:displaced_prince
						}
					}
				}
				
				event_target:previousEmperor = {
					random_dynasty_member_even_if_dead = {
						limit = {
							is_or_was_offmap_power_ruler = yes
							is_female = yes
							could_be_parent_of = event_target:displaced_prince
						}
						event_target:displaced_prince = {
							set_mother = PREV
						}
					}
				}
			}
			else_if = {
				limit = {
					event_target:previousEmperor = {
						any_dynasty_member_even_if_dead = {
							is_female = no
							could_be_parent_of = event_target:displaced_prince
						}
					}
				}
				
				event_target:previousEmperor = {
					random_dynasty_member_even_if_dead = {
						limit = {
							is_female = no
							could_be_parent_of = event_target:displaced_prince
						}
						event_target:displaced_prince = {
							set_father = PREV
						}
					}
				}
			}
			add_trait = ambitious
			remove_trait = content
			remove_trait = craven
			set_character_flag = is_displaced_prince
			add_character_modifier = {
                name = jd_prince
                duration = -1
            }
			save_event_target_as = the_chinese_invader #loc based on what flag this target has
			wealth = 1000
			character_event = { id = JD.10110 }
			log = "China Logging:"
			log = "[This.GetFullName] ID [This.GetID] is the Displaced Prince"
		}
		any_player = {
			limit = {
				has_offmap_news_enabled = offmap_china
				is_within_diplo_range = ROOT
			}
			narrative_event = { id = JD.10108 days = 1 } #News: "A wild adventurer appears" (uses triggered desc to mention it's a prince)
		}
    }
}

#########################################################################################################
# An ambitious Jurchen General/Displaced Prince begins to plan an adventure for a foreign title
#########################################################################################################
character_event = {
	id = JD.10110
	hide_window = yes

	has_dlc = "Jade Dragon"

	is_triggered_only = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = {
			has_game_rule = {
				name = adventurers
				value = none
			}
		}
	}	
	
	immediate = {
		add_trait = adventurer

		set_defacto_liege = ROOT

		create_title = {
			tier = DUKE
			landless = yes
			adventurer = yes
			culture = ROOT
			name = "CLAIMANT_ADVENTURE"
			holder = ROOT
			base_title = THIS
		}

		if = {
			limit = { has_character_flag = is_jurchen_invader }
			set_character_flag = raiding_adventurer_nomad
		}

		set_character_flag = raiding_adventurer
		change_variable = { which = global_raiding_adventurer_spawn_by_jurchen_invasion value = 1 }

		if = {
			limit = { has_character_flag = is_jurchen_invader }
			1457 = { #Karabalgasun
				save_event_target_as = target_province
			}
		}

		if = {
			limit = { has_character_flag = is_displaced_prince }
			1513 = { #Jiuquan
				save_event_target_as = target_province
			}
		}
		
		#Spawn troops... (depending on some stuff)
		if = { limit = { has_character_flag = is_displaced_prince } 
			random_list = {
				30 = {
					spawn_unit = {
						province = event_target:target_province
						home = event_target:target_province
						owner = ROOT
						attrition = 0
						reinforces = yes
						is_looter = yes
						can_toggle_looting = no
						cannot_inherit = yes
						merge = yes
						troops = {
							archers = { 500 500 }
							light_infantry = { 1200 1200 }
							heavy_infantry = { 300 300 }
						}
					}
				}
				30 = {
					spawn_unit = {
						province = event_target:target_province
						home = event_target:target_province
						owner = ROOT
						attrition = 0
						reinforces = yes
						is_looter = yes
						can_toggle_looting = no
						cannot_inherit = yes
						merge = yes
						troops = {
							archers = { 750 750 }
							light_infantry = { 1800 1800 }
							heavy_infantry = { 450 450 }
						}
					}
				}
				30 = {
					spawn_unit = {
						province = event_target:target_province
						home = event_target:target_province
						owner = ROOT
						attrition = 0
						reinforces = yes
						is_looter = yes
						can_toggle_looting = no
						cannot_inherit = yes
						merge = yes
						troops = {
							archers = { 1000 1000 }
							light_infantry = { 2400 2400 }
							heavy_infantry = { 600 600 }
						}
					}
				}
			}
		}

		if = { limit = { has_character_flag = is_jurchen_invader } 
			random_list = {
				30 = {
					spawn_unit = {
						province = event_target:target_province
						home = event_target:target_province
						owner = ROOT
						attrition = 0
						reinforces = yes
						is_looter = yes
						can_toggle_looting = no
						cannot_inherit = yes
						merge = yes
						troops = {
							light_cavalry = { 1000 1000 }
							horse_archers = { 800 800 }
						}
					}
				}
				30 = {
					spawn_unit = {
						province = event_target:target_province
						home = event_target:target_province
						owner = ROOT
						attrition = 0
						reinforces = yes
						is_looter = yes
						can_toggle_looting = no
						cannot_inherit = yes
						merge = yes
						troops = {
							light_cavalry = { 1500 1500 }
							horse_archers = { 1200 1200 }
						}
					}
				}
				30 = {
					spawn_unit = {
						province = event_target:target_province
						home = event_target:target_province
						owner = ROOT
						attrition = 0
						reinforces = yes
						is_looter = yes
						can_toggle_looting = no
						cannot_inherit = yes
						merge = yes
						troops = {
							light_cavalry = { 2000 2000 }
							horse_archers = { 1600 1600 }
						}
					}
				}
			}
		}

		#Characters to command the new troops...
		create_random_soldier = {
			random_traits = yes
			dynasty = none
			religion = ROOT
			culture = ROOT
			female = no
			age = 30
		}
		create_random_soldier = {
			random_traits = yes
			dynasty = none
			religion = ROOT
			culture = ROOT
			female = no
			age = 25
		}

		character_event = { id = JD.10111 days = 1095 } # Ping to see if he's ready to settle (declare war or negotiate), repeating every 3 years.
	}
}

character_event = {  # Checks ready to settle (declare war or negotiate) or continue raiding, repeating every 3 years. [Gating event]
	id = JD.10111

	has_dlc = "Jade Dragon"

	is_triggered_only = yes
	hide_window = yes
	
	has_character_flag = raiding_adventurer
	
	trigger = {
		primary_title = {
			temporary = yes
		}
	}
	
	immediate = {
		log = "Event JD.10111 for raiding altaic adventurer: [Root.GetBestName] - approach someone or continue raiding?"
		if = {
			limit = {
				OR = { #If rich enough or has been adventuring for so long...
					wealth = 300
					had_character_flag = { flag = raiding_adventurer days = 1825 }
				}
				any_independent_ruler = { #If any landed lord has been looted and is not too large a force for the adventurer to handle...
					has_opinion_modifier = { who = ROOT modifier = opinion_looted }
					NOT = { realm_levy_diff = { who = ROOT value = 3000 } }
					demesne_size = 1
				}
			}
			random_list = { #base values are 50-50 whether they make contact or continue raiding...
				50 = {
					modifier = {
						trait = cruel
						factor = 2
					}
					modifier = {
						trait = ambitious
						factor = 2
					}
					log = "[Root.GetBestName] prepares to settle." 
					character_event = { id = JD.10112 } # They declare war or negotiate
				}
				50 = {
					modifier = {
						had_character_flag = { flag = raiding_adventurer days = 2555}
						factor = 0.5
					}
					modifier = {
						had_character_flag = { flag = raiding_adventurer days = 3285}
						factor = 0.5
					}
					modifier = {
						had_character_flag = { flag = raiding_adventurer days = 4015}
						factor = 0.5
					}
					modifier = {
						had_character_flag = { flag = raiding_adventurer days = 10950}
						factor = 0
					}
					log = "[Root.GetBestName] continues raiding."
					repeat_event = { id = JD.10111 days = 365 } # They continue raiding
				}
			}
		}
		# Check for stagnant raider
		else_if = {
			limit = {
				had_character_flag = { flag = raiding_adventurer days = 10950 }	
			}
			character_event = { id = JD.10112 } #used to be a separate event for some reason
			break = yes
		}
		# Else continue raiding (send this event again)...
		else = {
			log = "[Root.GetBestName] continues raiding."
			repeat_event = { id = JD.10111 days = 365 }
		}
	}
}

character_event = { #"[Root.GetBestName] prepares to settle (declare war)"
	id = JD.10112

	has_dlc = "Jade Dragon"

	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		any_army = {
			set_can_toggle_looting = yes
			set_looting = no
		}
		
		random_independent_ruler = {
			limit = {
				has_opinion_modifier = { who = ROOT modifier = opinion_looted }
				NOT = { realm_levy_diff = { who = ROOT value = 3000 } }
				demesne_size = 1
				NOT = { has_character_flag = negotiating_with_adventurer }
				NOT = { any_realm_province = { has_province_modifier = settled_adventurer } }
			}
			save_event_target_as = random_ruler_target

			if = { #Finds a suitable target to negotiate with...
				limit = { higher_real_tier_than = DUKE }

				#Adventurer negotiation complex
				set_character_flag = negotiating_with_adventurer
				character_event = { id = ADV.1 } #Sends negotiation to target, and select a reasonable province from target ruler's realm...

				#Checks if the raider should go back to raiding (presumably in case the negotiation failed)
				ROOT = {
					character_event = { id = JD.10120 days = 65 }
				}

				break = yes
			}
			
			if = { #Declare unsafe war on random target...
				limit = { NOT = { higher_real_tier_than = DUKE } }	
				clr_character_flag = raiding_adventurer

				random_realm_province = {
					limit = {
						any_neighbor_province = {
							NOT = { owner = { same_realm = ROOT } }
						}
					}
					ROOT = {
						unsafe_war = {
							target = event_target:random_ruler_target
							casus_belli = duchy_adventure
							thirdparty_title = PREV
							tier = DUKE
						}
						event_target:random_ruler_target = {
							character_event = { id = HL.112 }
						}
					}
					break = yes
				}
				
				random_realm_province = {
					ROOT = {
						unsafe_war = {
							target = event_target:random_ruler_target
							casus_belli = duchy_adventure
							thirdparty_title = PREV
							tier = DUKE
						}
						event_target:random_ruler_target = {
							character_event = { id = HL.112 }
						}
					}
				}
				if = {
					limit = { war = yes }
					break = yes
				}
			}
		}

		#If neither break succeeded, kill it with fire
		clr_character_flag = raiding_adventurer
		log = "[SERIOUS] [Root.GetTitledFirstName] failed to find a target after trying to end his raiding adventure."
		character_event = { id = HL.199 } #Cleanup from other file (Make scripted effect instead? Gotta catch'em all)
	}
}


character_event = { #returns home in a state of war [NOT USED?]
	id = JD.10114 # clone of HL.113

	has_dlc = "Jade Dragon"

	is_triggered_only = yes
	hide_window = yes
	
	immediate = {
		any_army = {
			set_can_toggle_looting = yes
			set_looting = no
		}
		clr_character_flag = raiding_adventurer
		event_target:target_province = {
			owner = {
				character_event = { id = HL.112 }
				ROOT = {
					war = {
						target = PREV
						casus_belli = duchy_adventure
						thirdparty_title = PREVPREV
						tier = DUKE
					}
				}
			}
		}
	}
}

# Clean-up
character_event = {
	id = JD.10115#clone of HL.199

	has_dlc = "Jade Dragon"
	
	is_triggered_only = yes
	
	hide_window = yes
	
	immediate = {
#		log = "Cleaning up adventurer: [Root.GetTitledFirstName]."
		clr_character_flag = raiding_adventurer
		disband_event_forces = yes
		clan_title = {
			activate_title = { title = THIS status = no }
			destroy_landed_title = THIS
		}
		primary_title = {
			if = {
				limit = {
					OR = {
						AND = {
							tier = DUKE
							adventurer = yes
						}
						tier = EMPEROR
					}
				}
				activate_title = { title = THIS status = no }
				destroy_landed_title = THIS
			}
		}
		if = { # Add other clean-up effects before this if-block since this block includes breaks
			limit = {
				prisoner = no
			}
			if = {
				limit = {
					father = {
						is_alive = yes
					}
				}
				father = {
					if = {
						limit = {
							is_ruler = yes
						}
						ROOT = {
							set_defacto_liege = PREV
							break = yes
						}
					}
					if = {
						limit = {
							is_ruler = no
						}
						liege = {
							ROOT = {
								set_defacto_liege = PREV
								break = yes
							}
						}
					}
				}
			}
		}
	}
}

#Should adventurer continue to raid?
character_event = {
	id = JD.10120

	has_dlc = "Jade Dragon"
	
	is_triggered_only = yes
	
	hide_window = yes

	#If not at war and still holding an adventurer title... 
	trigger = {
	 	war = no
	 	primary_title = { 
	 		temporary = yes 
	 		adventurer = yes
	 	}
	}

	#...go forth and adventure!
	immediate = {
		character_event = { id = JD.10111 }
	}
}


##########################################
### China dealing with nomad agitation ###
##########################################
# Written by Matthew Clohessy

# The Governor seems to get plenty of cash from tributes, so the only time he will have a trouble dealing with nomads
# is right during the first few trbiutary conquests are established as he has little in the way of income
# so have it so on his first conquest if he takes land with agigtation have china send relief and autobuild holdings

#Increase counter for number of nomad provinces
province_event = {
	id = JD.60100
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		FROM = { change_variable = { which = "WP_nomad_provinces" value = 1 } }
	}
}
#Calculate amount of gold sent from china to deal with nomad provinces
character_event = {
	id = JD.60101
	hide_window = yes
	is_triggered_only = yes

	immediate = {
		log = "-------------------------------------"
		log = "China Logging:"
		log = "The Western Protectorate has gained [Root.WP_nomad_provinces.GetValue] nomad provinces from the war."
		log = "The amount of gold that shall recieved is 200 per nomad province modified by the current status of China"
		set_variable = { which = "WP_nomad_gold_from_china" which = "WP_nomad_provinces" }
		multiply_variable = { which = "WP_nomad_gold_from_china" value = 200 } #cost is about 400 to build so this slows it down a bit
		if = {
			limit = { china_is_suffering_trigger = yes }
			multiply_variable = { which = "WP_nomad_gold_from_china" value = 0.3 }
			log = "As China is currently not doing well, the amount of gold sent will be 0.3 times the normal."
		}
		if = {
			limit = { china_is_fine_trigger = yes }
			multiply_variable = { which = "WP_nomad_gold_from_china" value = 1.5 }
			log = "As China is currently doing well, the amount of gold sent will be 1.5 times the normal."
		}
		if = {
			limit = { check_variable = { which = "WP_nomad_gold_from_china" value = 2500 } }
			log = "The amount of gold being sent is [Root.WP_nomad_gold_from_china.GetValue], the cap of what can be sent is 2500 so the amount has been set to 2500"
			set_variable = { which = "WP_nomad_gold_from_china" value = 2500 }
		}
		log = "China has sent [Root.WP_nomad_gold_from_china.GetValue] gold to aid with building holdings."
		wealth = WP_nomad_gold_from_china
		log = "-------------------------------------"
	}
}


#############################
### Rebel General Invades ###
#############################
# by Matthew Clohessy

#A rebel general appears, triggered from Civil War ending in China
character_event = {
	id = JD.60200
	hide_window = yes
	is_triggered_only = yes

    has_dlc = "Jade Dragon"

    immediate = {
    	clr_character_flag = spawning_a_displaced_royal
    	clr_character_flag = spawning_a_jurchen_invader
    	clr_character_flag = spawning_a_rebel_general

    	save_event_target_as = the_protector_general
    	
    	#Random age, older has better martial due to experience
    	random_list = {
    		1 = {
		    	create_character = {
					age = 27
					random_traits = yes
					female = no
					religion = taoist
					culture = han
					dynasty = actually_culture
					trait = brilliant_strategist
					martial = 8
					flag = young_general
					historical = yes
				}
			}
			2 = {
		    	create_character = {
					age = 36
					random_traits = yes
					female = no
					religion = taoist
					culture = han
					dynasty = actually_culture
					trait = brilliant_strategist
					martial = 10
					flag = middle_general
					historical = yes
				}
			}
			1 = {
		    	create_character = {
					age = 52
					random_traits = yes
					female = no
					religion = taoist
					culture = han
					dynasty = actually_culture
					trait = brilliant_strategist
					martial = 12
					flag = old_general
					historical = yes
				}
			}
		}
		new_character = {
			change_martial = 7
			add_trait = ambitious
			add_trait = brave
			random_list = {
				30 = {
					trigger = {
						can_have_more_leadership_traits = yes
						NOT = { trait = master_of_flame }
					}
					add_trait = master_of_flame
				}
				30 = {
					trigger = {
						can_have_more_leadership_traits = yes
						NOT = { trait = logistics_expert }
					}
					add_trait = logistics_expert
				}
				30 = {
					trigger = {
						can_have_more_leadership_traits = yes
						NOT = { trait = levy_coordinator }
					}
					add_trait = levy_coordinator
				}
				30 = {
					trigger = {
						can_have_more_leadership_traits = yes
						NOT = { trait = sapper }
					}
					add_trait = sapper
				}
			}
			set_character_flag = is_rebel_general
			save_event_target_as = rebel_general
			save_event_target_as = the_chinese_invader #loc based on what flag this target has
			wealth = 200
			log = "China Logging:"
			log = "[This.GetFullName] ID [This.GetID] is the Rebel General"
			character_event = { id = JD.60201 } #Create title and pick target to notify
		}

		#News event, Jurchen and Prince add triggered desc for General
		any_player = {
			limit = {
				has_offmap_news_enabled = offmap_china
				is_within_diplo_range = ROOT
			}
			narrative_event = { id = JD.10108 days = 1 }
		}
    }
}
#Setup the general's titles and warn target
character_event = {
	id = JD.60201

	hide_window = yes

	has_dlc = "Jade Dragon"

	is_triggered_only = yes
	capable_only = yes
	prisoner = no
	
	trigger = {
		NOT = {
			has_game_rule = {
				name = adventurers
				value = none
			}
		}
	}

	immediate = {
		###Picks worst and overwrites as better targets are found
		log = "China Logging:"
		#Worst case, pick any ruler in the invasion region
		random_independent_ruler = {
			limit = {
				valid_offmap_china_target_location = yes
				in_revolt = no
				is_within_diplo_range = event_target:the_protector_general
				is_landed = yes
				is_nomadic = no
				higher_tier_than = BARON
			}
			save_event_target_as = rebel_general_target
			log = "[rebel_general_target.GetFullName] ID [rebel_general_target.GetID] is the Rebel General's Worst Case Target."
		}
		#Avoid WP target, pick a normal Count ruler
		random_independent_ruler = {
			limit = {
				valid_offmap_china_target_location = yes
				NOT = { event_target:the_protector_general = { character = PREV } }
				in_revolt = no
				is_within_diplo_range = event_target:the_protector_general
				is_landed = yes
				is_nomadic = no
				higher_tier_than = BARON
			}
			save_event_target_as = rebel_general_target
			log = "[rebel_general_target.GetFullName] ID [rebel_general_target.GetID] is the Rebel General's Non China Worst Case Target."
		}
		#A a duke with a decent amount of land
		random_independent_ruler = {
			limit = {
				valid_offmap_china_target_location = yes
				NOT = { event_target:the_protector_general = { character = PREV } }
				in_revolt = no
				is_within_diplo_range = event_target:the_protector_general
				is_landed = yes
				is_nomadic = no
    			higher_tier_than = COUNT
				num_of_count_titles_in_realm = 5
			}
			save_event_target_as = rebel_general_target
			log = "[rebel_general_target.GetFullName] ID [rebel_general_target.GetID] is the Rebel General's Duke Target."
		}
		#A king with plenty of land
		random_independent_ruler = {
			limit = {
				valid_offmap_china_target_location = yes
				NOT = { event_target:the_protector_general = { character = PREV } }
				in_revolt = no
				is_within_diplo_range = event_target:the_protector_general
				is_landed = yes
				is_nomadic = no
    			higher_tier_than = DUKE
				num_of_count_titles_in_realm = 15
			}
			save_event_target_as = rebel_general_target
			log = "[rebel_general_target.GetFullName] ID [rebel_general_target.GetID] is the Rebel General's King Target."
		}
		#An emperor with lots of land
		random_independent_ruler = {
			limit = {
				valid_offmap_china_target_location = yes
				NOT = { event_target:the_protector_general = { character = PREV } }
				in_revolt = no
				is_within_diplo_range = event_target:the_protector_general
				is_landed = yes
				is_nomadic = no
    			higher_tier_than = KING
				num_of_count_titles_in_realm = 30
			}
			save_event_target_as = rebel_general_target
			log = "[rebel_general_target.GetFullName] ID [rebel_general_target.GetID] is the Rebel General's Emperor Target."
		}

		#!!!If still no target then stop it all!!!
		if = {
			limit = { NOT = { event_target:rebel_general_target = { always = yes } } }
			death = { death_reason = death_went_back_to_china }
			log = "[This.GetFullName] ID [This.GetID] is the Rebel General and could not find a target therefore he is getting removed."
			break = yes
		}
		
		log = "[rebel_general_target.GetFullName] ID [rebel_general_target.GetID] is the Rebel General's Final Target."

		#Create title after finding target so if all goes wrong don't need to delete title
		create_title = {
			tier = EMPEROR
			temporary = no
			landless = yes
			custom_created = yes
			culture = ROOT
			name = "REBEL_GENERAL"
			holder = ROOT
			base_title = THIS
			short_name = yes
		}
		new_title = { save_event_target_as = rebel_general_title }
		set_defacto_liege = ROOT
		set_special_character_title = TITLE_GENERAL

		trigger_switch = {
			on_trigger = has_character_flag
			young_general = {
				create_character = {
					age = 24
					random_traits = yes
					female = yes
					religion = taoist
					culture = han
					historical = yes
				}
				new_character = {
					add_spouse = ROOT
					create_character = {
						age = 6
						random_traits = yes
						female = 50
						religion = taoist
						culture = han
						genetic_father = ROOT
						genetic_mother = PREV
						historical = yes
					}
					new_character = {
						dynasty = ROOT
						set_father = ROOT
						set_mother = PREV
					}
					create_character = {
						age = 6
						random_traits = yes
						female = 50
						religion = taoist
						culture = han
						genetic_father = ROOT
						genetic_mother = PREV
						historical = yes
					}
					new_character = {
						dynasty = ROOT
						set_father = ROOT
						set_mother = PREV
					}
				}
			}
			middle_general = {
				create_character = {
					age = 32
					random_traits = yes
					female = yes
					religion = taoist
					culture = han
					historical = yes
				}
				new_character = {
					add_spouse = ROOT
					create_character = {
						age = 7
						random_traits = yes
						female = 50
						religion = taoist
						culture = han
						genetic_father = ROOT
						genetic_mother = PREV
						historical = yes
					}
					new_character = {
						dynasty = ROOT
						set_father = ROOT
						set_mother = PREV
					}
					create_character = {
						age = 10
						random_traits = yes
						female = 50
						religion = taoist
						culture = han
						genetic_father = ROOT
						genetic_mother = PREV
						historical = yes
					}
					new_character = {
						dynasty = ROOT
						set_father = ROOT
						set_mother = PREV
					}
					create_character = {
						age = 13
						random_traits = yes
						female = 50
						religion = taoist
						culture = han
						genetic_father = ROOT
						genetic_mother = PREV
						historical = yes
					}
					new_character = {
						dynasty = ROOT
						set_father = ROOT
						set_mother = PREV
					}
				}
			}
			old_general	= {
				create_character = {
					age = 48
					random_traits = yes
					female = yes
					religion = taoist
					culture = han
					historical = yes
				}
				new_character = {
					add_spouse = ROOT
					create_character = {
						age = 4
						random_traits = yes
						female = 50
						religion = taoist
						culture = han
						genetic_father = ROOT
						genetic_mother = PREV
						historical = yes
					}
					new_character = {
						dynasty = ROOT
						set_father = ROOT
						set_mother = PREV
					}
					create_character = {
						age = 9
						random_traits = yes
						female = 50
						religion = taoist
						culture = han
						genetic_father = ROOT
						genetic_mother = PREV
						historical = yes
					}
					new_character = {
						dynasty = ROOT
						set_father = ROOT
						set_mother = PREV
					}
					create_character = {
						age = 14
						random_traits = yes
						female = 50
						religion = taoist
						culture = han
						genetic_father = ROOT
						genetic_mother = PREV
						historical = yes
					}
					new_character = {
						dynasty = ROOT
						set_father = ROOT
						set_mother = PREV
					}
					create_character = {
						age = 18
						random_traits = yes
						female = 50
						religion = taoist
						culture = han
						genetic_father = ROOT
						genetic_mother = PREV
						historical = yes
					}
					new_character = {
						dynasty = ROOT
						set_father = ROOT
						set_mother = PREV
					}
					create_character = {
						age = 21
						random_traits = yes
						female = 50
						religion = taoist
						culture = han
						genetic_father = ROOT
						genetic_mother = PREV
						historical = yes
					}
					new_character = {
						dynasty = ROOT
						set_father = ROOT
						set_mother = PREV
					}
				}
			}
		}
		clr_character_flag = young_general
		clr_character_flag = middle_general
		clr_character_flag = old_general
		prestige = 500

		#Warn the target of the incoming invasion
		event_target:rebel_general_target = { character_event = { id = JD.60202 days = 5 } }
	}
}
#Informed a Rebel Chinese General has picked you as a target
character_event = {
	id = JD.60202
	desc = EVT_DESC_JD_60202
	picture = GFX_evt_china_rebel_general
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	hide_new = yes

    has_dlc = "Jade Dragon"

	option = {
		name = EVT_OPTA_JD_60202
		custom_tooltip = { text = rebel_general_will_invade_tt }
		hidden_effect = { character_event = { id = JD.60203 days = 10 random = 5 } }
	}
}
#Spawn the troops and start the war
character_event = {
	id = JD.60203
	is_triggered_only = yes
	hide_window = yes

    has_dlc = "Jade Dragon"

	trigger = { event_target:rebel_general = { is_alive = yes } }

	fail_trigger_effect = { character_event = { id = JD.60207 } } #inform target the general died

	immediate = {
		event_target:rebel_general = { 
			war = {
				casus_belli = offmap_submission
				target = event_target:rebel_general_target
			}

			####### Spawn troop effects taken from JD.30040, for the Rebel General he has less troops but better generals based on his martial
			### To manipulate the troop spawning for specific situations modify the parameter valiables (china_war_troop_quantity, china_war_troop_quality, china_war_target_match_mult, and china_war_minimum_commander_martial) after the following block.
			set_variable = {
				which = china_war_troop_quantity
				value = 10
				# 10 regiments of ~500 units
			}
			set_variable = {
				which = china_war_target_match_mult
				value = 1
			}
			set_variable = {
				which = china_war_troop_quality
				value = 3
				# Value between 1-7
			}
			set_variable = {
				which = china_war_minimum_commander_martial
				value = 14
			}
			###

			# Increase min martial by 1/4 of the Rebel General's martial
			export_to_variable = { which = "rebel_general_martial" value = martial }
			divide_variable = { which = "rebel_general_martial" value = 4 }
			change_variable = { which = "china_war_minimum_commander_martial" which = "rebel_general_martial" }
			# Manipulate the parameter variables dependent on the current century.
			china_war_modify_variables_by_century_effect = yes
			
			### Match mult calculation against the opponents troops.
			export_to_variable = {
				which = china_temp_troop_calc
				value = realm_levies_plus_allies
				who = FROM
			}
			
			divide_variable = {
				which = china_temp_troop_calc
				value = 500
			}
			
			multiply_variable = {
				which = china_temp_troop_calc
				which = china_war_target_match_mult
			}
			
			change_variable = {
				which = china_war_troop_quantity
				which = china_temp_troop_calc
			}
			###
			
			any_courtier_or_vassal = { # Copy the variable to all courtiers and vassals
				set_variable = {
					which = china_war_minimum_commander_martial
					which = PREV
				}
			}
			
			if = {
				limit = {
					NOT = {
						any_courtier_or_vassal = {
							count = 5
							martial = china_war_minimum_commander_martial
						}
					}
				} # Not enough proficient commanders, create more
				# Custom effect utilizes china_war_minimum_commander_martial variable
				china_spawn_commander_effect = yes
				china_spawn_commander_effect = yes
				china_spawn_commander_effect = yes
				china_spawn_commander_effect = yes
				china_spawn_commander_effect = yes
			}
			
			1448 = { # Dunhuang
				save_event_target_as = spawn_province
			}
			
			china_war_spawn_troops_no_disband_effect = yes
			# Requires the current things to function properly:
			# event_target:spawn_province
			# variable: china_war_troop_quality
			# variable: china_war_troop_quantity
		}
	}
}

#Rebel General's Empire continues temple names, triggers for any title with the uses_temple_names_by_script title flag
#Fired from various on_new_holder on actions
character_event = {
	id = JD.60204
	is_triggered_only = yes
	hide_window = yes

	trigger = {
		FROM = { has_title_flag = uses_temple_names_by_script }
		NOT = { has_character_flag = given_temple_name_by_script }
	}

    has_dlc = "Jade Dragon"

	immediate = {
		if = { #Chinese Imperial but not Chinese/Altaic, let convert culture
			limit = { 
				has_character_flag = chinese_imperial_government_preserve
			}
			repeat_event = { id = JD.60212 days = 1 }
			break = yes
		}
		FROM = { save_event_target_as = temple_name_title }
		if = { #New Chinese dynasty = new founder name
			limit = { NOT = { dynasty = FROMFROM } }
			random_list = {
				1 = { set_name = Gaozu }
				1 = { set_name = Taizu }
				1 = { set_name = Shizu }
				1 = { set_name = Zhaozu }
				1 = { set_name = Jingzu }
				1 = { set_name = Xianzu }
				1 = { set_name = Liezu }
				1 = { set_name = Chengzu }
			}
			set_character_flag = given_temple_name_by_script
			event_target:temple_name_title = { #Random Empire name that China doesn't have
				clear_flags_with_prefix = temple_name_
				clear_flags_with_prefix = china_name_
				random_list = {
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = tang_china } } }
						set_name = "Tang Empire"
						set_title_flag = china_name_Tang
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = jin_china } } }
						set_name = "Jin Empire"
						set_title_flag = china_name_Jin
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = wei_china } } }
						set_name = "Wei Empire"
						set_title_flag = china_name_Wei
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = qi_china } } }
						set_name = "Qi Empire"
						set_title_flag = china_name_Qi
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = zhou_china } } }
						set_name = "Zhou Empire"
						set_title_flag = china_name_Zhou
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = han_china } } }
						set_name = "Han Empire"
						set_title_flag = china_name_Han
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = qin_china } } }
						set_name = "Qin Empire"
						set_title_flag = china_name_Qin
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = yan_china } } }
						set_name = "Yan Empire"
						set_title_flag = china_name_Yan
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = zhao_china } } }
						set_name = "Zhao Empire"
						set_title_flag = china_name_Zhao
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = liao_china } } }
						set_name = "Liao Empire"
						set_title_flag = china_name_Liao
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = yuan_china } } }
						set_name = "Yuan Empire"
						set_title_flag = china_name_Yuan
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = xia_china } } }
						set_name = "Xia Empire"
						set_title_flag = china_name_Xia
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = qing_china } } }
						set_name = "Qing Empire"
						set_title_flag = china_name_Qing
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = dai_china } } }
						set_name = "Dai Empire"
						set_title_flag = china_name_Dai
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = cheng_china } } }
						set_name = "Cheng Empire"
						set_title_flag = china_name_Cheng
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = liang_china } } }
						set_name = "Liang Empire"
						set_title_flag = china_name_Liang
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = song_china } } }
						set_name = "Song Empire"
						set_title_flag = china_name_Song
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = ming_china } } }
						set_name = "Ming Empire"
						set_title_flag = china_name_Ming
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = shu_china } } }
						set_name = "Shu Empire"
						set_title_flag = china_name_Shu
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = wu_china } } }
						set_name = "Wu Empire"
						set_title_flag = china_name_Wu
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = chu_china } } }
						set_name = "Chu Empire"
						set_title_flag = china_name_Chu
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = yue_china } } }
						set_name = "Yue Empire"
						set_title_flag = china_name_Yue
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = yin_china } } }
						set_name = "Yin Empire"
						set_title_flag = china_name_Yin
					}
					1 = { 
						trigger = { NOT = { offmap_china = { has_offmap_name = shun_china } } }
						set_name = "Shun Empire"
						set_title_flag = china_name_Shun
					}
				}
			}
			break = yes
		}
		if = { #We somehow used every single one of the 56 temple names... clear them out then continue
			limit = { 
				event_target:temple_name_title = {
					has_title_flag = temple_name_Zhenzong
					has_title_flag = temple_name_Renzong
					has_title_flag = temple_name_Zhongzong
					has_title_flag = temple_name_Yingzong
					has_title_flag = temple_name_Shenzong
					has_title_flag = temple_name_Zhezhong
					has_title_flag = temple_name_Huizong
					has_title_flag = temple_name_Qinzong
					has_title_flag = temple_name_Xiaozong
					has_title_flag = temple_name_Guangzong
					has_title_flag = temple_name_Ningzong
					has_title_flag = temple_name_Lizong
					has_title_flag = temple_name_Duzong
					has_title_flag = temple_name_Duanzong
					has_title_flag = temple_name_Xuanzong
					has_title_flag = temple_name_Suzong
					has_title_flag = temple_name_Daizong
					has_title_flag = temple_name_Muzong
					has_title_flag = temple_name_Jingzong
					has_title_flag = temple_name_Wenzong
					has_title_flag = temple_name_Wuzong
					has_title_flag = temple_name_Zhaozong
					has_title_flag = temple_name_Xizong
					has_title_flag = temple_name_Xuanzong
					has_title_flag = temple_name_Shizong
					has_title_flag = temple_name_Zhangzong
					has_title_flag = temple_name_Ruizong
					has_title_flag = temple_name_Dingzong
					has_title_flag = temple_name_Xianzong
					has_title_flag = temple_name_Chengzong
					has_title_flag = temple_name_Mingzong
					has_title_flag = temple_name_Jinzong
					has_title_flag = temple_name_Yizong
					has_title_flag = temple_name_Xiangzong
					has_title_flag = temple_name_Huanzong
					has_title_flag = temple_name_Chongzong
					has_title_flag = temple_name_Daozong
					has_title_flag = temple_name_Liezong
					has_title_flag = temple_name_Aizong
					has_title_flag = temple_name_Zhangzong
					has_title_flag = temple_name_Dezong
					has_title_flag = temple_name_Shengzong
					has_title_flag = temple_name_Xingzong
					has_title_flag = temple_name_Kangzong
					has_title_flag = temple_name_Zhuangzong
					has_title_flag = temple_name_Pingzong
					has_title_flag = temple_name_Sizong
					has_title_flag = temple_name_Anzong
					has_title_flag = temple_name_Yangzong
					has_title_flag = temple_name_Shangzong
					has_title_flag = temple_name_Shunzong
					has_title_flag = temple_name_Zhizong
					has_title_flag = temple_name_Chuangzong
					has_title_flag = temple_name_Shaozong
					has_title_flag = temple_name_Gongzong
					has_title_flag = temple_name_Yingzong
				}
			}
			event_target:temple_name_title = {
				clear_flags_with_prefix = temple_name_
			}
		}
		random_list = { #Now continue with successor names
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Zhenzong } } }
				set_name = "Zhenzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Zhenzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Renzong } } }
				set_name = "Renzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Renzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Zhongzong } } }
				set_name = "Zhongzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Zhongzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Yingzong } } }
				set_name = "Yingzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Yingzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Shenzong } } }
				set_name = "Shenzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Shenzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Zhezhong } } }
				set_name = "Zhezhong"
				event_target:temple_name_title = { set_title_flag = temple_name_Zhezhong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Huizong } } }
				set_name = "Huizong"
				event_target:temple_name_title = { set_title_flag = temple_name_Huizong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Qinzong } } }
				set_name = "Qinzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Qinzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Xiaozong } } }
				set_name = "Xiaozong"
				event_target:temple_name_title = { set_title_flag = temple_name_Xiaozong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Guangzong } } }
				set_name = "Guangzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Guangzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Ningzong } } }
				set_name = "Ningzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Ningzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Lizong } } }
				set_name = "Lizong"
				event_target:temple_name_title = { set_title_flag = temple_name_Lizong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Duzong } } }
				set_name = "Duzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Duzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Duanzong } } }
				set_name = "Duanzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Duanzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Xuanzong } } }
				set_name = "Xuanzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Xuanzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Suzong } } }
				set_name = "Suzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Suzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Daizong } } }
				set_name = "Daizong"
				event_target:temple_name_title = { set_title_flag = temple_name_Daizong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Muzong } } }
				set_name = "Muzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Muzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Jingzong } } }
				set_name = "Jingzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Jingzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Wenzong } } }
				set_name = "Wenzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Wenzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Wuzong } } }
				set_name = "Wuzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Wuzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Zhaozong } } }
				set_name = "Zhaozong"
				event_target:temple_name_title = { set_title_flag = temple_name_Zhaozong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Xizong } } }
				set_name = "Xizong"
				event_target:temple_name_title = { set_title_flag = temple_name_Xizong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Xuanzong } } }
				set_name = "Xuanzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Xuanzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Shizong } } }
				set_name = "Shizong"
				event_target:temple_name_title = { set_title_flag = temple_name_Shizong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Zhangzong } } }
				set_name = "Zhangzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Zhangzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Ruizong } } }
				set_name = "Ruizong"
				event_target:temple_name_title = { set_title_flag = temple_name_Ruizong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Dingzong } } }
				set_name = "Dingzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Dingzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Xianzong } } }
				set_name = "Xianzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Xianzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Chengzong } } }
				set_name = "Chengzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Chengzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Mingzong } } }
				set_name = "Mingzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Mingzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Jinzong } } }
				set_name = "Jinzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Jinzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Yizong } } }
				set_name = "Yizong"
				event_target:temple_name_title = { set_title_flag = temple_name_Yizong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Xiangzong } } }
				set_name = "Xiangzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Xiangzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Huanzong } } }
				set_name = "Huanzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Huanzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Chongzong } } }
				set_name = "Chongzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Chongzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Daozong } } }
				set_name = "Daozong"
				event_target:temple_name_title = { set_title_flag = temple_name_Daozong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Liezong } } }
				set_name = "Liezong"
				event_target:temple_name_title = { set_title_flag = temple_name_Liezong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Aizong } } }
				set_name = "Aizong"
				event_target:temple_name_title = { set_title_flag = temple_name_Aizong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Zhangzong } } }
				set_name = "Zhangzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Zhangzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Dezong } } }
				set_name = "Dezong"
				event_target:temple_name_title = { set_title_flag = temple_name_Dezong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Shengzong } } }
				set_name = "Shengzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Shengzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Xingzong } } }
				set_name = "Xingzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Xingzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Kangzong } } }
				set_name = "Kangzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Kangzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Zhuangzong } } }
				set_name = "Zhuangzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Zhuangzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Pingzong } } }
				set_name = "Pingzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Pingzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Sizong } } }
				set_name = "Sizong"
				event_target:temple_name_title = { set_title_flag = temple_name_Sizong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Anzong } } }
				set_name = "Anzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Anzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Yangzong } } }
				set_name = "Yangzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Yangzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Shangzong } } }
				set_name = "Shangzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Shangzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Shunzong } } }
				set_name = "Shunzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Shunzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Zhizong } } }
				set_name = "Zhizong"
				event_target:temple_name_title = { set_title_flag = temple_name_Zhizong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Chuangzong } } }
				set_name = "Chuangzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Chuangzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Shaozong } } }
				set_name = "Shaozong"
				event_target:temple_name_title = { set_title_flag = temple_name_Shaozong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Gongzong } } }
				set_name = "Gongzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Gongzong }
				set_character_flag = given_temple_name_by_script
			}
			1 = {
				trigger = { NOT = { event_target:temple_name_title = { has_title_flag = temple_name_Yingzong } } }
				set_name = "Yingzong"
				event_target:temple_name_title = { set_title_flag = temple_name_Yingzong }
				set_character_flag = given_temple_name_by_script
			}
		}
	}
}

#EU4 conversion, prepare on map China for conversion
character_event = {
	id = JD.60205
	hide_window = yes
	is_triggered_only = yes

    has_dlc = "Jade Dragon"

	immediate = {
		if = { 
			limit = { government = chinese_imperial_government }
			primary_title = {
				trigger_switch = { #Ensure naming convention 
					on_trigger = has_title_flag
					china_name_Tang = { set_name = "Tang" }
					china_name_Jin = { set_name = "Jin" }
					china_name_Wei = { set_name = "Wei" }
					china_name_Qi = { set_name = "Qi" }
					china_name_Zhou = { set_name = "Zhou" }
					china_name_Han = { set_name = "Han" }
					china_name_Qin = { set_name = "Qin" }
					china_name_Yan = { set_name = "Yan" }
					china_name_Zhao = { set_name = "Zhao" }
					china_name_Liao = { set_name = "Liao" }
					china_name_Yuan = { set_name = "Yuan" }
					china_name_Xia = { set_name = "Xia" }
					china_name_Qing = { set_name = "Qing" }
					china_name_Dai = { set_name = "Dai" }
					china_name_Cheng = { set_name = "Cheng" }
					china_name_Liang = { set_name = "Liang" }
					china_name_Song = { set_name = "Song" }
					china_name_Ming = { set_name = "Ming" }
					china_name_Shu = { set_name = "Shu" }
					china_name_Wu = { set_name = "Wu" }
					china_name_Chu = { set_name = "Chu" }
					china_name_Yue = { set_name = "Yue" }
					china_name_Yin = { set_name = "Yin" }
					china_name_Shun = { set_name = "Shun" }
				}
				if = { #Ensure will be an Emperor level government
					limit = { 
						has_dlc = "Conclave"
						NOT = { has_law = ze_administration_laws_2 }
					}
					trigger_switch = {
						on_trigger = has_law
						ze_administration_laws_1 = { set_title_flag = has_ze_administration_laws_1 }
						ze_administration_laws_0 = { set_title_flag = has_ze_administration_laws_0 }
					}
					add_law = {
						law = ze_administration_laws_2
						cooldown = no
						opinion_effect = no
					}
				}
				if = {
					limit = { 
						NOT = { has_dlc = "Conclave" }
						NOT = { has_law = imperial_administration }
					}
					if = {
						limit = { has_law = feudal_administration }
						set_title_flag = has_feudal_administration
					}
					add_law = {
						law = imperial_administration
						cooldown = no
						opinion_effect = no
					}
				}
			}
		}
		any_playable_ruler = {
			limit = { government = chinese_imperial_government }
			primary_title = {
				trigger_switch = {
					on_trigger = has_title_flag
					china_name_Tang = { set_name = "Tang" }
					china_name_Jin = { set_name = "Jin" }
					china_name_Wei = { set_name = "Wei" }
					china_name_Qi = { set_name = "Qi" }
					china_name_Zhou = { set_name = "Zhou" }
					china_name_Han = { set_name = "Han" }
					china_name_Qin = { set_name = "Qin" }
					china_name_Yan = { set_name = "Yan" }
					china_name_Zhao = { set_name = "Zhao" }
					china_name_Liao = { set_name = "Liao" }
					china_name_Yuan = { set_name = "Yuan" }
					china_name_Xia = { set_name = "Xia" }
					china_name_Qing = { set_name = "Qing" }
					china_name_Dai = { set_name = "Dai" }
					china_name_Cheng = { set_name = "Cheng" }
					china_name_Liang = { set_name = "Liang" }
					china_name_Song = { set_name = "Song" }
					china_name_Ming = { set_name = "Ming" }
					china_name_Shu = { set_name = "Shu" }
					china_name_Wu = { set_name = "Wu" }
					china_name_Chu = { set_name = "Chu" }
					china_name_Yue = { set_name = "Yue" }
					china_name_Yin = { set_name = "Yin" }
					china_name_Shun = { set_name = "Shun" }
				}
				if = {
					limit = { 
						has_dlc = "Conclave"
						NOT = { has_law = ze_administration_laws_2 }
					}
					trigger_switch = {
						on_trigger = has_law
						ze_administration_laws_1 = { set_title_flag = has_ze_administration_laws_1 }
						ze_administration_laws_0 = { set_title_flag = has_ze_administration_laws_0 }
					}
					add_law = {
						law = ze_administration_laws_2
						cooldown = no
						opinion_effect = no
					}
				}
				if = {
					limit = { 
						NOT = { has_dlc = "Conclave" }
						NOT = { has_law = imperial_administration }
					}
					if = {
						limit = { has_law = feudal_administration }
						set_title_flag = has_feudal_administration
					}
					add_law = {
						law = imperial_administration
						cooldown = no
						opinion_effect = no
					}
				}
			}
		}
	}
}
#EU4 conversion, restore on map China after conversion
character_event = {
	id = JD.60206
	hide_window = yes
	is_triggered_only = yes

    has_dlc = "Jade Dragon"

	immediate = {
		if = {
			limit = { government = chinese_imperial_government }
			primary_title = {
				trigger_switch = {
					on_trigger = has_title_flag
					china_name_Tang = { set_name = "Tang Empire" }
					china_name_Jin = { set_name = "Jin Empire" }
					china_name_Wei = { set_name = "Wei Empire" }
					china_name_Qi = { set_name = "Qi Empire" }
					china_name_Zhou = { set_name = "Zhou Empire" }
					china_name_Han = { set_name = "Han Empire" }
					china_name_Qin = { set_name = "Qin Empire" }
					china_name_Yan = { set_name = "Yan Empire" }
					china_name_Zhao = { set_name = "Zhao Empire" }
					china_name_Liao = { set_name = "Liao Empire" }
					china_name_Yuan = { set_name = "Yuan Empire" }
					china_name_Xia = { set_name = "Xia Empire" }
					china_name_Qing = { set_name = "Qing Empire" }
					china_name_Dai = { set_name = "Dai Empire" }
					china_name_Cheng = { set_name = "Cheng Empire" }
					china_name_Liang = { set_name = "Liang Empire" }
					china_name_Song = { set_name = "Song Empire" }
					china_name_Ming = { set_name = "Ming Empire" }
					china_name_Shu = { set_name = "Shu Empire" }
					china_name_Wu = { set_name = "Wu Empire" }
					china_name_Chu = { set_name = "Chu Empire" }
					china_name_Yue = { set_name = "Yue Empire" }
					china_name_Yin = { set_name = "Yin Empire" }
					china_name_Shun = { set_name = "Shun Empire" }
				}
				trigger_switch = {
					on_trigger = has_title_flag
					has_ze_administration_laws_1 = { 
						add_law = {
							law = ze_administration_laws_1
							cooldown = no
							opinion_effect = no
						}
					}
					has_ze_administration_laws_0 = { 
						add_law = {
							law = ze_administration_laws_0
							cooldown = no
							opinion_effect = no
						}
					}
					has_feudal_administration = { 
						add_law = {
							law = feudal_administration
							cooldown = no
							opinion_effect = no
						}
					}
				}
			}
		}
		any_playable_ruler = {
			limit = { government = chinese_imperial_government }
			primary_title = {
				trigger_switch = {
					on_trigger = has_title_flag
					china_name_Tang = { set_name = "Tang Empire" }
					china_name_Jin = { set_name = "Jin Empire" }
					china_name_Wei = { set_name = "Wei Empire" }
					china_name_Qi = { set_name = "Qi Empire" }
					china_name_Zhou = { set_name = "Zhou Empire" }
					china_name_Han = { set_name = "Han Empire" }
					china_name_Qin = { set_name = "Qin Empire" }
					china_name_Yan = { set_name = "Yan Empire" }
					china_name_Zhao = { set_name = "Zhao Empire" }
					china_name_Liao = { set_name = "Liao Empire" }
					china_name_Yuan = { set_name = "Yuan Empire" }
					china_name_Xia = { set_name = "Xia Empire" }
					china_name_Qing = { set_name = "Qing Empire" }
					china_name_Dai = { set_name = "Dai Empire" }
					china_name_Cheng = { set_name = "Cheng Empire" }
					china_name_Liang = { set_name = "Liang Empire" }
					china_name_Song = { set_name = "Song Empire" }
					china_name_Ming = { set_name = "Ming Empire" }
					china_name_Shu = { set_name = "Shu Empire" }
					china_name_Wu = { set_name = "Wu Empire" }
					china_name_Chu = { set_name = "Chu Empire" }
					china_name_Yue = { set_name = "Yue Empire" }
					china_name_Yin = { set_name = "Yin Empire" }
					china_name_Shun = { set_name = "Shun Empire" }
				}
				trigger_switch = {
					on_trigger = has_title_flag
					has_ze_administration_laws_1 = { 
						add_law = {
							law = ze_administration_laws_1
							cooldown = no
							opinion_effect = no
						}
					}
					has_ze_administration_laws_0 = { 
						add_law = {
							law = ze_administration_laws_0
							cooldown = no
							opinion_effect = no
						}
					}
					has_feudal_administration = { 
						add_law = {
							law = feudal_administration
							cooldown = no
							opinion_effect = no
						}
					}
				}
			}
		}
	}
}

#Inform Rebel General died so no invasion
character_event = {
	id = JD.60207
	desc = EVT_DESC_JD_60207
	picture = GFX_evt_china_rebel_general
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

    has_dlc = "Jade Dragon"

	immediate = {
		event_target:rebel_general_title = {
			holder_scope = { 
				any_courtier = { death = { death_reason = death_executed_by_chinese_emperor } }
			}
			activate_title = { title = THIS status = no }
			destroy_landed_title = THIS
		}
	}

	option = {
		name = EVT_OPTA_JD_60207
	}
}

#News Event: China invading pretender China
narrative_event = {
	id = JD.60208
    title = NEWS_FROM_CHINA
	picture = GFX_evt_china_rebel_general
	portrait = offmap_china
	window = EventWindowOffmap
	background = GFX_event_window_news_from_china
    is_triggered_only = yes

    has_dlc = "Jade Dragon"

	desc = {
		text = EVTDESC_JD_60208_A
		trigger = {
			event_target:chinese_invasion_target = { character = ROOT }
		}
	}
	desc = {
		text = EVTDESC_JD_60208_B
		trigger = {
			NOT = { event_target:chinese_invasion_target = { character = ROOT } }
		}
	}

    option = {
        name = {
        	text = EVTOPTA_JD_10102_A_brave
        	trigger = {
				trait = brave
        	}
        }
        name = {
        	text = EVTOPTA_JD_10102_A_craven
        	trigger = {
				trait = craven
        	}
        }
        name = {
        	text = EVTOPTA_JD_10102_A_pious
        	trigger = {
				is_pious_trigger = yes
        	}
        }
        name = {
        	text = EVTOPTA_JD_10102_A_neutral
        	trigger = {
				NOT = { trait = craven }
				NOT = { trait = brave }
				NOT = { is_pious_trigger = yes }
        	}
        }
        trigger = {
         	event_target:chinese_invasion_target = { character = ROOT }
        }
    }

    option = {
        name = EVT_OPTA_JD_60208

        event_target:chinese_invasion_target = { show_portrait = yes }

        trigger = {
         	NOT = { event_target:chinese_invasion_target = { character = ROOT } }
        }
    }
}

#News Event: Title invaded by China destroyed
narrative_event = {
	id = JD.60209
    title = NEWS_FROM_CHINA
	picture = GFX_evt_china_rebel_general
	portrait = offmap_china
	window = EventWindowOffmap
	background = GFX_event_window_news_from_china
    is_triggered_only = yes

    has_dlc = "Jade Dragon"

	desc = { #Pretender China falls by inheritance event
		text = EVTDESC_JD_60209_A
		trigger = {
			FROM = { has_character_flag = pretender_chinese_empire_destroyed_inheritance }
		}
	}
	desc = { #Title invaded falls by war
		text = EVTDESC_JD_60209_B
		trigger = {
			NOT = { FROM = { has_character_flag = pretender_chinese_empire_destroyed_inheritance } }
		}
	}

    option = {
        name = EVT_OPTA_JD_60209
    }
}

#On death remove chinese imperial government if heir not correct culture
character_event = {
	id = JD.60210
	is_triggered_only = yes
	hide_window = yes

    has_dlc = "Jade Dragon"

	trigger = {
		government = chinese_imperial_government
		current_heir = { 
			NOR = {
				culture_group = chinese_group
				culture = khitan
				culture = tangut
				culture = jurchen
			}
		}
	}

	immediate = {
		if = { #We shatter the Rebel General as he has not achieved power naturally and his army leaves
			limit = {
				primary_title = { has_title_flag = rebel_general_title }
			}
			primary_title = {
				ROOT = { 
					set_character_flag = pretender_chinese_empire_destroyed_inheritance
					any_player = {
						limit = {
							OR = {
								AND = {
									has_offmap_news_enabled = offmap_china
									is_within_diplo_range = ROOT
								}
								liege = { character = ROOT }
							}
						}
						narrative_event = { id = JD.60209 }
					}
					any_vassal = { set_defacto_liege = THIS }
					any_demesne_title = {
						limit = { 
							higher_tier_than = COUNT
							NOT = { has_title_flag = pretender_chinese_empire }
						}
						destroy_landed_title = THIS
					}
					any_demesne_title = {
						limit = { tier = COUNT }
						location = {
							create_character = {
								religion = THIS
								culture = THIS
								dynasty = actually_culture
								age = 33
								random_traits = yes
								female = no
							}
							new_character = {
								save_event_target_as = pretender_chinese_empire_new_character
								PREVPREV = { 
									usurp_title_plus_barony_if_unlanded = { target = event_target:pretender_chinese_empire_new_character type = invasion }
								}
							}
						}
					}
				}
				activate_title = { title = THIS status = no }
				destroy_landed_title = THIS
			}
		}
		else = {
			if = { #If player give heir a chance to change culture, culture change launched from temple name event
				limit = { 
					OR = { 
						ai = no
						current_heir = { is_landed = no }
					}
				}
				current_heir = { 
					set_character_flag = chinese_imperial_government_preserve
				}
			}
			else = { #Else rename Empire and lose government type
				primary_title = {
					clr_title_flag = pretender_chinese_empire
					clr_title_flag = uses_temple_names_by_script
					clear_flags_with_prefix = temple_name_
					clear_flags_with_prefix = china_name_
					set_name = "[Root.Capital.GetName] Empire"
				}
			}
		}
	}
}

#News Event: Inform General won and founded Empire
narrative_event = {
	id = JD.60211
    title = NEWS_FROM_CHINA
    desc = EVTDESC_JD_60211
	picture = GFX_evt_china_rebel_general
	portrait = offmap_china
	window = EventWindowOffmap
	background = GFX_event_window_news_from_china
    is_triggered_only = yes

    has_dlc = "Jade Dragon"

    option = {
        name = EVT_OPTA_JD_60211
        trigger = {
         	FROM = { is_liege_of = ROOT }
        }
    }

    option = {
        name = EVT_OPTB_JD_60211
        trigger = {
         	NOT = { FROM = { is_liege_of = ROOT } }
        }
    }
}

#You inherit a Chinese Empire, change culture to keep government?
character_event = {
	id = JD.60212
	desc = EVT_DESC_JD_60212
	picture = GFX_evt_china_rebel_general

	is_triggered_only = yes
	has_dlc = "Jade Dragon"

	option = { #Convert culture
		name = EVT_OPTA_JD_60212
		culture = FROMFROM
		clr_character_flag = chinese_imperial_government_preserve
		repeat_event = { id = JD.60204 }
	}
	option = { #Do not, let the Empire die
		name = EVT_OPTB_JD_60212
		ai_chance = { factor = 0 }
		primary_title = {
			clr_title_flag = pretender_chinese_empire
			clr_title_flag = uses_temple_names_by_script
			clear_flags_with_prefix = temple_name_
			clear_flags_with_prefix = china_name_
			set_name = "[Root.Capital.GetName] Empire"
		}
		if = {
			limit = {
				religion_group = muslim
			}
			set_government_type = muslim_government
		}
		else_if = {
			limit = {
				culture_group = tibetan_group
				OR = {
					religion = bon
					religion = bon_reformed
					religion = buddhist
				}
				higher_tier_than = BARON
			}
			set_government_type = theocratic_feudal_government
		}
		else = {
			set_government_type = feudal_government
		}
		clr_character_flag = chinese_imperial_government_preserve
	}
}

#########################
### Invasion of China ###
#########################
# by Matthew Clohessy

#News Event: Character declares invasion of China
narrative_event = {
	id = JD.60400
	title = NEWS_FROM_CHINA
	picture = GFX_evt_china_civil_war
	portrait = offmap_china
	window = EventWindowOffmap
	background = GFX_event_window_news_from_china
	is_triggered_only = yes

	desc = {
		text = EVTDESC_JD_60400_A
		trigger = { event_target:invasion_of_china_attacker = { character = ROOT } }
	}
	desc = {
		text = EVTDESC_JD_60400_B
		trigger = { NOT = { event_target:invasion_of_china_attacker = { character = ROOT } } }
	}

	has_dlc = "Jade Dragon"

	option = {
		name = {
			text = EVT_OPTA_JD_60400
			trigger = { event_target:invasion_of_china_attacker = { character = ROOT } }
		}
		name = {
			text = EVT_OPTB_JD_60400
			trigger = { NOT = { event_target:invasion_of_china_attacker = { character = ROOT } } }
		}
		show_portrait = event_target:invasion_of_china_claimant
	}
}
#News Event: Character wins invasion of China
narrative_event = {
	id = JD.60401
	title = NEWS_FROM_CHINA
	desc = EVTDESC_JD_60401
	picture = GFX_evt_china_civil_war
	portrait = offmap_china
	window = EventWindowOffmap
	background = GFX_event_window_news_from_china
	is_triggered_only = yes

	has_dlc = "Jade Dragon"

	immediate = { 
		offmap_china = {
			set_offmap_flag = no_policy_news
			set_policy = china_open
			log = "-------------------------------------"
			log = "China Policy Logging:"
			log = "Chinas new Policy is now OPEN"
			log = "-------------------------------------"
			clr_offmap_flag = no_policy_news
		}
	}

	option = {
		name = EVT_OPT_JD_60401
	}
}
#News Event: Character loses invasion of China
narrative_event = {
	id = JD.60402
    title = NEWS_FROM_CHINA
	desc = EVTDESC_JD_60402
	picture = GFX_evt_china_civil_war
	portrait = offmap_china
	window = EventWindowOffmap
	background = GFX_event_window_news_from_china
	is_triggered_only = yes

	has_dlc = "Jade Dragon"

	option = {
		name = EVT_OPT_JD_60402
		show_portrait = event_target:invasion_of_china_claimant
	}
}
#News Event: Claimant on China dies, invasion over
narrative_event = {
	id = JD.60403
    title = NEWS_FROM_CHINA
    desc = EVTDESC_JD_60403
	picture = GFX_evt_china_civil_war
	portrait = offmap_china
	window = EventWindowOffmap
	background = GFX_event_window_news_from_china
	is_triggered_only = yes

	has_dlc = "Jade Dragon"
	
	option = {
		name = EVT_OPTA_JD_60403
		trigger = {
			NOT = { FROM = { character = ROOT } }
		}
		show_portrait = event_target:invasion_of_china_claimant
	}
	option = {
		name = EVT_OPTB_JD_60403
		trigger = {
			FROM = { character = ROOT }
		}
		show_portrait = event_target:invasion_of_china_claimant
	}
}