# White walker horde starts forming
narrative_event = {
	id = 51000
	title = "EVTNAME51000"
	desc = "EVTDESC51000"
	major = yes
	hide_from = yes
	
	picture = "GFX_evt_white_shadows"
	border = "GFX_event_narrative_frame_war"
	
	only_playable = yes
	has_character_flag = white_walker
	culture = white_walker
	min_age = 16
	portrait = event_target:mongol_china_invader
	
	trigger = {
		OR = {			
			year = 8290
			AND = {
				has_game_rule = {
					name = white_walker_invasion
					value = random
				}
				total_years_played = 50
			}
			AND = {
				has_game_rule = {
					name = white_walker_invasion
					value = delayed_random
				}
				year = 6000
				total_years_played = 50
			}
		}
		NOR = { 
			year = 8300
			has_game_rule = {
				name = white_walker_invasion
				value = off
			}
		}
		NOR = {
			has_global_flag = white_walker_arrival
			has_alternate_start_parameter = { key = special_culture value = mythological } 
			has_alternate_start_parameter = { key = special_culture value = all } 
		}
	}
	
	#major_trigger = {
	#	NOT = { has_character_flag = is_white_walker }
	#}
	is_triggered_only = yes
	
	weight_multiplier = {
		days = 1
		modifier = {
			factor = 1.5
			year = 8293
		}
		modifier = {
			factor = 5
			year = 8295
		}
		modifier = {
			factor = 100 #If game has historical rule, ensure that the White Walker Invasion WILL happen when the time comes.
			has_game_rule = {
				name = white_walker_invasion
				value = historical
			}
		}
		modifier = {
			factor = 0.5
			has_game_rule = {
				name = white_walker_invasion
				value = random
			}
			NOT = { total_years_played = 100 }
		}
		modifier = {
			factor = 0.5
			has_game_rule = {
				name = white_walker_invasion
				value = delayed_random
			}
			NOT = { total_years_played = 100 }
		}
		modifier = {
			factor = 0.5
			has_game_rule = {
				name = white_walker_invasion
				value = random
			}
		}
		modifier = {
			factor = 0.6
			has_game_rule = {
				name = white_walker_invasion
				value = delayed_random
			}
		}
	}
	
	immediate = {
		if = {
			limit = {
				NOT = { has_global_flag = cold_winds }
			}
			set_global_flag = cold_winds
		    clr_global_flag = others_defeated
		    clr_global_flag = westeros_others_subdued
			activate_title = { title = e_winter_walker status = yes }
			
			if = {
				limit = {
					has_global_flag = white_walker_born
				}
				if = {
					limit = {
						any_independent_ruler = {
							has_character_flag = is_white_walker
							demesne_size = 1
							ai = yes
						}
					}
					log = "White Walker exists as independent ai"
					random_independent_ruler = {
						limit = {
							has_character_flag = is_white_walker
							ai = yes
						}
						any_demesne_title = {
							limit = {
								tier = EMPEROR
							}
							set_title_flag = to_be_destroyed
						}
						e_winter_walker = {
							grant_title = PREV
						}
						any_demesne_title = {
							limit = {
								has_title_flag = to_be_destroyed
							}
							activate_title = { title = THIS status = no }
							destroy_landed_title = THIS
						}
						wealth = 12000
						prestige = 10000
						set_character_flag = white_walker_invader
						character_event = { id = 55000 } # Spawn troops
						character_event = { id = 56000 days = 1 } # Spawn population
						save_event_target_as = mongol_china_invader
						if = {
							limit = {
								has_dlc = "Holy Fury"
								NOT = {
									any_owned_bloodline = {
										has_bloodline_flag = historical_bloodline bloodline_first_walker bloodline_mystic
									}
								}
							}
							create_bloodline = {
								type = first_walker
							}
						}
					}
					break = yes
				}
				if = {
					limit = {
						NOT = {
							e_winter_walker = {
								holder_scope = {
									always = yes
								}
							}
						}
					}
					log = "Real white walker didn't recieve title"
					create_character = {
						random_traits = yes
						dynasty = random
						religion = cold_gods
						culture = white_walker
						female = no
						age = 24
						attributes = {
							martial = 12
						}
						trait = brilliant_strategist
						trait = ambitious
						trait = diligent
						trait = brave
						trait = white_walker 
					}
					new_character = {
						if = {
							limit = {
								has_dlc = "Holy Fury"
								NOT = {
									any_owned_bloodline = {
										has_bloodline_flag = historical_bloodline bloodline_first_walker bloodline_mystic
									}
								}
							}
							create_bloodline = {
								type = first_walker
							}
						}
						e_winter_walker = {
							set_title_landless = { title = THIS status = yes }
							set_title_flag = temporary_landless_title
							grant_title = PREV
						}
						set_defacto_liege = THIS
						if = {
							limit = {
								has_dlc = "Horse Lords"
							}
							set_government_type = winter_government
						}
						if = {
							limit = {
								NOT = { has_dlc = "Horse Lords" }
							}
							set_government_type = winter_government
						}
						wealth = 12000
						prestige = 10000
						set_character_flag = white_walker_invader
						character_event = { id = 54000 } # Spawn courtiers
						character_event = { id = 55000 } # Spawn troops
						character_event = { id = 56000 days = 1 } # Spawn population
						save_event_target_as = white_walker_china_invader
					}
				}
			}
			if = {
				limit = {
					NOT = {
						e_winter_walker = {
							holder_scope = { always = yes }
						}
					}
				}
				log = "Spawning white_walker for invasion"
				create_character = {
					dynasty=random
					age = 18
					attributes = {
						martial=10
						diplomacy=8
						intrigue=8
						stewardship=9
					}
					health = 6
					fertility = 0.7
					religion="cold_gods"
					culture="white_walker"
					trait="brave"
					trait="ambitious"
					trait="diligent"
					trait="cruel"
					trait="hunter"
					trait="cavalry_leader"
					trait="brilliant_strategist"
					trait = white_walker 
				}
				new_character = {
					set_character_flag = is_white_walker
					if = {
						limit = {
							has_dlc = "Holy Fury"
							NOT = {
								any_owned_bloodline = {
									has_bloodline_flag = first_walker_line
								}
							}
						}
						create_bloodline = {
							type = first_walker
						}
					}
					e_winter_walker = {
						set_title_landless = { title = THIS status = yes }
						set_title_flag = temporary_landless_title
						grant_title = PREV
					}
					set_defacto_liege = THIS
					if = {
						limit = {
							has_dlc = "Horse Lords"
						}
						set_government_type = winter_government
					}
					if = {
						limit = {
							NOT = { has_dlc = "Horse Lords" }
						}
						set_government_type = winter_government
					}
					wealth = 12000
					prestige = 10000
					set_character_flag = white_walker_invader
					character_event = { id = 60505 } # Spawn white_walkers generals
					character_event = { id = 54000 } # Spawn courtiers
					character_event = { id = 55000 } # Spawn troops
					character_event = { id = 56000 days = 1 } # Spawn population
					save_event_target_as = white_walker_china_invader
				}
			}
			if = {
				limit = {
					has_dlc = "Horse Lords"
				}				
				6 = { # Shivering Forest
					kingdom = {
						e_winter_walker = {
							holder_scope = {
								war = {
									casus_belli = others_invasion
									target = PREVPREVPREV # The top liege of the owner of the province
									thirdparty_title = PREVPREV # The de jure kingdom
								}
							}
						}
					}
				}
			}
			if = {
				limit = {
					NOT = { has_dlc = "Horse Lords" }
				}				
				6 = { # Shivering Forest
					kingdom = {
						e_winter_walker = {
							holder_scope = {
								war = {
									casus_belli = others_invasion
									target = PREVPREVPREV # The top liege of the owner of the province
									thirdparty_title = PREVPREV # The de jure kingdom
								}
							}
						}
					}
				}
			}
			if = {
				limit = {
					has_dlc = "Jade Dragon"
					offmap_china = {
						OR = {
							NOT = { has_offmap_flag = china_invaded_player_dynasty }
							had_offmap_tmp_flag = {
								flag = china_invaded_player_dynasty
								years = 200
							}
						}
					}
				}
				event_target:white_walker_china_invader = {
					character_event = { id = 60531 days = 100 random = 100 }
				}
			}
		}
		any_playable_ruler = {
			limit = { ai = no }
			if = {
				limit = {
					OR = {
						has_power_omen_modifier_trigger = yes
						has_battle_omen_modifier_trigger = yes
					}
				}
				set_character_flag = negative_event_flag # For the scrying outcome calculation...
			}
		}
	}
	
	option = {
		name = "EVTOPTA51000"
		trigger = {
			OR = {
				religion_group = westerosi_religion
				religion_group = essos_group
				religion_group = pagan_group
			}
			NOT = { government = winter_government }
			has_power_omen_modifier_trigger = no
			has_battle_omen_modifier_trigger = no
		}
	}
	
	option = {
		name = "EVTOPTB51000"
		trigger = {
			NOT = { religion_group = westerosi_religion }
			NOT = { religion_group = essos_group }
			NOT = { religion_group = pagan_group }
			NOT = { government = winter_government }
			has_power_omen_modifier_trigger = no
			has_battle_omen_modifier_trigger = no
		}
	}
	
	option = {
		name = "EVTOPTC51000"
		trigger = {
			government = winter_government
			has_power_omen_modifier_trigger = no
			has_battle_omen_modifier_trigger = no
		}
	}

	option = { # scrying omen included
		name = "EVTOPTA51000"

		if = { #in case this does not run in the immediate due to "major = yes"
			limit = {
				OR = {
					has_power_omen_modifier_trigger = yes
					has_battle_omen_modifier_trigger = yes
				}
			}
			set_character_flag = negative_event_flag # For the scrying outcome calculation...
		}

		calculate_scrying_outcome_effect = yes
		remove_scrying_omen_modifiers_effect = yes
		tooltip_info = yes

		trigger = {
			OR = {
				religion_group = westerosi_religion
				religion_group = essos_group
				religion_group = pagan_group
			}
			NOT = { government = winter_government }
			OR = {
				has_power_omen_modifier_trigger = yes
				has_battle_omen_modifier_trigger = yes
			}
		}
	}
	
	option = { # scrying omen included
		name = "EVTOPTB51000"

		if = { #in case this does not run in the immediate due to "major = yes"
			limit = {
				OR = {
					has_power_omen_modifier_trigger = yes
					has_battle_omen_modifier_trigger = yes
				}
			}
			set_character_flag = negative_event_flag # For the scrying outcome calculation...
		}
		
		calculate_scrying_outcome_effect = yes
		remove_scrying_omen_modifiers_effect = yes
		tooltip_info = yes

		trigger = {
			NOT = { religion_group = westerosi_religion }
			NOT = { religion_group = essos_group }
			NOT = { religion_group = pagan_group }
			NOT = { government = winter_government }
			OR = {
				has_power_omen_modifier_trigger = yes
				has_battle_omen_modifier_trigger = yes
			}
		}
	}
	
	option = { # scrying omen included
		name = "EVTOPTC51000"

		if = { #in case this does not run in the immediate due to "major = yes"
			limit = {
				OR = {
					has_power_omen_modifier_trigger = yes
					has_battle_omen_modifier_trigger = yes
				}
			}
			set_character_flag = negative_event_flag # For the scrying outcome calculation...
		}

		calculate_scrying_outcome_effect = yes
		remove_scrying_omen_modifiers_effect = yes
		tooltip_info = yes

		trigger = {
			government = winter_government
			OR = {
				has_power_omen_modifier_trigger = yes
				has_battle_omen_modifier_trigger = yes
			}
		}
	}
}
# Remove landless status fired from on_action
character_event = {
	id = 52000
	hide_window = yes
	is_triggered_only = yes
	
	trigger = {
		FROM = {
			tier = COUNT
		}
		primary_title = { 
			has_title_flag = temporary_landless_title
			is_landless_type_title = yes
		}
	}
	
	immediate = {
		any_demesne_title = {
			limit = {
				has_title_flag = temporary_landless_title
			}
			set_title_landless = { title = THIS status = no }
		}
	}
}
# Spawn white_walker leaders
character_event = {
	id = 53000
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		create_character = {
			age = 49
			dynasty = random
			religion = cold_gods
			culture = white_walker
			female = yes
			random_traits = yes
		}
		new_character = {
			save_event_target_as = borte
			add_spouse = ROOT
		}
		create_character = {
			age = 35
			religion="cold_gods"
			culture="white_walker"
			attributes = {
				martial=10
				diplomacy=4
				intrigue=6
				stewardship=6
			}
			trait="brave"
			trait="strong"
			trait="quick"
			trait="diligent"
			trait="brilliant_strategist"
			trait="trickster"
		}
		create_character = {
			age = 27
			dynasty=random
			religion="cold_gods"
			culture="white_walker"
			trait="skilled_tactician"
			trait="wroth"
			trait="just"
			trait="drunkard"
		}
		create_character = {
			age = 24
			dynasty=random
			religion="cold_gods"
			culture="white_walker"
			trait="skilled_tactician"
			trait="gregarious"
			trait="just"
		}
		create_character = {
			age = 29
			dynasty=random
			religion="cold_gods"
			culture="white_walker"
			trait="skilled_tactician"
			trait="hunter"
			trait="kind"
			trait="patient"
		}
		create_character = {
			age = 18
			dynasty=random
			religion="cold_gods"
			culture="white_walker"
			random_traits = yes
		}
		create_character = {
			age = 50
			dynasty = random
			religion="cold_gods"
			culture="white_walker"
			attributes = {
				martial=10
				diplomacy=5
				intrigue=5
				stewardship=4
			}
			trait="skilled_tactician"
			trait="brave"
		}
	}
}
# Spawn extra courtiers
character_event = {
	id = 54000
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = no
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = no
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = no
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = no
			age = 25
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = no
			age = 26
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = no
			age = 28
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = yes
			age = 16
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = yes
			age = 17
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = yes
			age = 18
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = yes
			age = 20
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = no
			age = 27
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = no
			age = 51
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = no
			age = 44
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
		create_character = {
			random_traits = yes
			dynasty = none
			religion = cold_gods
			culture = ROOT
			female = no
			age = 24
			attributes = {
				martial = 12
			}
			trait = brilliant_strategist
		}
	}
}
# Spawn white_walker troops
character_event = {
	id = 55000
	hide_window = yes
	is_triggered_only = yes
	
    immediate = {
		spawn_unit = {
			province = 6 # Shivering Forest
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 6 # Shivering Forest
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 6 # Shivering Forest
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 6 # Shivering Forest
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 6 # Shivering Forest
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 6 # Shivering Forest
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 6 # Shivering Forest
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 6 # Shivering Forest
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 6 # Shivering Forest
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 2 # 2 - Thenn
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 2 # 2 - Thenn
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 2 # 2 - Thenn
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		spawn_unit = {
			province = 2 # 2 - Thenn
			troops =
			{
				light_cavalry = { 2750 2750 }
				heavy_infantry = { 2250 2250 }
				knights = { 500 500 }
			}
		}
		random = {
			chance = 50
			spawn_unit = {
				province = 3 # Northern Frostfangs
				troops =
				{
					light_cavalry = { 2750 2750 }
					heavy_infantry = { 2250 2250 }
					knights = { 500 500 }
				}
			}
		}
		random = {
			chance = 50
			spawn_unit = {
				province = 3 # Northern Frostfangs
				troops =
				{
					light_cavalry = { 2750 2750 }
					heavy_infantry = { 2250 2250 }
					knights = { 500 500 }
				}
			}
			spawn_unit = {
				province = 3 # Northern Frostfangs
				troops =
				{
					light_cavalry = { 2750 2750 }
					heavy_infantry = { 2250 2250 }
					knights = { 500 500 }
				}
			}
			spawn_unit = {
				province = 3 # Northern Frostfangs
				troops =
				{
					light_cavalry = { 2750 2750 }
					heavy_infantry = { 2250 2250 }
					knights = { 500 500 }
				}
			}
		}
	}
}

character_event = {
	id = 56000
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		population = 120000
		add_character_modifier = {
			modifier = invading_population_halt
			duration = 10950
			hidden = yes
		}
		character_event = {
			id = 57000
			days = 365
		}
	}
}

character_event = {
	id = 57000
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				NOT = { government = winter_government }
				NOT = { has_character_modifier = invading_population_halt }
			}
			remove_character_modifier = invading_population_halt
			break = yes
		}
		if = {
			limit = {
				NOT = { population_factor = 1 }
			}
			population = 80000
			if = {
				limit = {
					population = 350000
				}
				character_event = {
					id = 58000
					days = 365
				}
				break = yes
			}
		}
		repeat_event = { 
			id = 60516
			days = 365
		}
	}
}

character_event = {
	id = 58000
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		if = {
			limit = {
				NOT = { government = winter_government }
				NOT = { has_character_modifier = invading_population_halt }
			}
			remove_character_modifier = invading_population_halt
			break = yes
		}
		if = {
			limit = {
				NOT = { population_factor = 1 }
			}
			remove_character_modifier = invading_population_halt
			break = yes
		}
		repeat_event = {
			id = 58000
			days = 365
		}
	}
}

# Notify world about the White Walkers
narrative_event = {
	id = 59000
	title = EVTNAME59000
	desc = EVTDESC59000
	is_triggered_only = yes
	
	picture = GFX_evt_white_shadows
	border = GFX_event_narrative_frame_war


	immediate = {
		if = {
			limit = {
				OR = {
					has_power_omen_modifier_trigger = yes
					has_battle_omen_modifier_trigger = yes
				}
			}
			set_character_flag = negative_event_flag # For the scrying outcome calculation...
		}
	}
	
	option = {
		name = EVTOPTA_59000
		trigger = {
			primary_title = {
				title = e_winter_walker
			}
			has_power_omen_modifier_trigger = no
			has_battle_omen_modifier_trigger = no
		}
	}
	
	option = {
		name = EVTOPTB_59000
		trigger = {
			NOT = {
				primary_title = {
					title = e_winter_walker
				}
			}
			NOT = {
				any_liege = {
					primary_title = {
						title = e_winter_walker
					}
				}
			}
			has_power_omen_modifier_trigger = no
			has_battle_omen_modifier_trigger = no
		}
	}
	
	option = {
		name = EVTOPTC_59000
		trigger = {
			any_liege = {
				primary_title = {
					title = e_winter_walker
				}
			}
			has_power_omen_modifier_trigger = no
			has_battle_omen_modifier_trigger = no
		}
	}

	option = { # scrying omen included
		name = EVTOPTA_59000

		calculate_scrying_outcome_effect = yes
		remove_scrying_omen_modifiers_effect = yes
		tooltip_info = yes

		trigger = {
			primary_title = {
				title = e_winter_walker
			}
			OR = {
				has_power_omen_modifier_trigger = yes
				has_battle_omen_modifier_trigger = yes
			}
		}
	}
	
	option = { # scrying omen included
		name = EVTOPTB_59000

		calculate_scrying_outcome_effect = yes
		remove_scrying_omen_modifiers_effect = yes
		tooltip_info = yes

		trigger = {
			NOT = {
				primary_title = {
					title = e_winter_walker
				}
			}
			NOT = {
				any_liege = {
					primary_title = {
						title = e_winter_walker
					}
				}
			}
			OR = {
				has_power_omen_modifier_trigger = yes
				has_battle_omen_modifier_trigger = yes
			}
		}
	}
	
	option = { # scrying omen included
		name = EVTOPTC_59000

		calculate_scrying_outcome_effect = yes
		remove_scrying_omen_modifiers_effect = yes
		tooltip_info = yes

		trigger = {
			any_liege = {
				primary_title = {
					title = e_winter_walker
				}
			}
			OR = {
				has_power_omen_modifier_trigger = yes
				has_battle_omen_modifier_trigger = yes
			}
		}
	}
}
# Ai - reinforcement event for White walkers decision
character_event = {
	id = 51100
	hide_window = yes
	is_triggered_only = yes
	
	immediate = {
		capital_scope = {
			ROOT = {
				spawn_unit = {
					province = PREV
					troops =
					{
						light_cavalry = { 2750 2750 }
						heavy_infantry = { 2250 2250 }
						knights = { 500 500 }
					}
				}
				spawn_unit = {
					province = PREV
					troops =
					{
						light_cavalry = { 2750 2750 }
						heavy_infantry = { 2250 2250 }
						knights = { 500 500 }
					}
				}
				spawn_unit = {
					province = PREV
					troops =
					{
						light_cavalry = { 2750 2750 }
						heavy_infantry = { 2250 2250 }
						knights = { 500 500 }
					}
				}
				spawn_unit = {
					province = PREV
					troops =
					{
						light_cavalry = { 2750 2750 }
						heavy_infantry = { 2250 2250 }
						knights = { 500 500 }
					}
				}
			}
		}
	}
}

character_event = {
	id = 51200
	hide_window = yes
	
	is_triggered_only = yes
	
	immediate = {
		if = { # If China exists - Invade it!
			limit = {
				offmap_china = {
					NOT = {
						has_status = china_white_walker_invasion
					}
					offmap_ruler = {
						NOT = {
							dynasty = event_target:white_walker_china_invader
						}
					}
				}
			}
			offmap_china = {
				if = {
					limit = { # white_walkers take presedence over Jurchens/Civil War
						OR = {
							has_status = china_jurchen_invasion
							has_status = china_civil_war
						}
					}
					set_offmap_flag = no_status_news
					set_status = china_unrest
					set_offmap_flag = china_had_unrest
					clr_offmap_flag = no_status_news
				}
				governor = {
					offmap_china = {
						set_offmap_flag = no_status_news
						set_status = china_white_walker_invasion
						set_offmap_flag = china_white_walker_invasion
						clr_offmap_flag = no_status_news
					}
					any_player = {
						limit = {
							has_offmap_news_enabled = offmap_china
							is_within_diplo_range = PREV
						}
						narrative_event = { id = JD.50141 }
					}
				}
			}
		}
	}
}