# Written by Flavio (HF.25000 - HF.25071)

namespace = HF

#############################################
## Power 2: Summon Commander
character_event = {
	id = HF.25000
	desc = EVTDESCHF25000
	border = GFX_event_normal_frame_war

	picture = {
		picture = GFX_evt_eagle_warriors
		trigger = { event_target:invited_lodge_soldier = { society_member_of = warrior_lodge_tengri } }
	}
	picture = {
		picture = GFX_evt_hellenic_temple
		trigger = { event_target:invited_lodge_soldier = { society_member_of = warrior_lodge_hellenic } }
	}
	picture = {
		picture = GFX_evt_sun_temple
		trigger = {
			event_target:invited_lodge_soldier = {
				OR = {
					society_member_of = warrior_lodge_zun
					society_member_of = warrior_lodge_west_african
				}
			}
		}
	}
	picture = {
		picture = GFX_evt_viking_battle_oldgods
		trigger = {
			event_target:invited_lodge_soldier = {
				NOR = {
					society_member_of = warrior_lodge_zun
					society_member_of = warrior_lodge_west_african
					society_member_of = warrior_lodge_tengri
					society_member_of = warrior_lodge_hellenic
				}
			}
		}
	}

	is_triggered_only = yes # warrior_lodge_summon_commander, hf_warrior_lodge_decisions.txt

	option = {
		name = EVTOPTCHF25000

		trigger = {
			NOT = { can_grant_title = title_commander }
			byzantines_can_grant_commander_trigger = yes

			any_courtier_or_vassal = {
				lower_real_tier_than = COUNT
				has_minor_title = title_commander
				martial < 10
			}
		}

		random_courtier_or_vassal = {
			show_scope_change = no

			limit = {
				lower_real_tier_than = COUNT
				has_minor_title = title_commander
				martial < 10
			}

			opinion = {
				name = insulted
				who = ROOT
				years = 2
			}

			remove_title = title_commander
		}

		event_target:invited_lodge_soldier = {
			show_scope_change = no

			opinion = {
				name = opinion_loyal_servant
				who = ROOT
				years = 100
			}

			give_minor_title = title_commander
		}
	}

	option = {
		name = EVTOPTAHF25000

		trigger = {
			can_grant_title = title_commander
			byzantines_can_grant_commander_trigger = yes
		}

		event_target:invited_lodge_soldier = {
			show_scope_change = no

			opinion = {
				name = opinion_loyal_servant
				who = ROOT
				years = 100
			}

			give_minor_title = title_commander
		}
	}

	option = {
		name = EVTOPTBHF25000

		reverse_opinion = {
			name = opinion_loyal_servant
			who = event_target:invited_lodge_soldier
			years = 100
		}

		ai_chance = { factor = 100 }
	}
}


#############################################
## Power 3: Summon Warriors of Ukko
# Which kind?
character_event = {
	id = HF.25001
	desc = EVTDESCHF25001
	picture = GFX_evt_mysterious_forest
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # warrior_lodge_suomenusko_summon_warriors, hf_warrior_lodge_decisions.txt

	has_dlc = "Holy Fury"

	immediate = {
		random_list = {
			33 = { sound_effect = warriors_of_ukko_01 }
			33 = { sound_effect = warriors_of_ukko_02 }
			33 = { sound_effect = warriors_of_ukko_03 }
		}
	}

	option = {
		name = EVTOPTAHF25001

		spawn_unit = {
			province = capital_scope
			owner = ROOT
			earmark = ukko_warriors
			attrition = 0.5
			disband_on_peace = yes
			troops = {
				light_infantry = { 1000 1000 }
				heavy_infantry = { 500 500 }
			}
		}
	}

	option = {
		name = EVTOPTBHF25001

		spawn_unit = {
			province = capital_scope
			owner = ROOT
			earmark = ukko_warriors
			attrition = 0.5
			disband_on_peace = yes
			troops = {
				pikemen = { 1000 1000 }
			}
		}
	}

	option = {
		name = EVTOPTCHF25001

		spawn_unit = {
			province = capital_scope
			owner = ROOT
			earmark = ukko_warriors
			attrition = 0.5
			disband_on_peace = yes
			troops = {
				light_cavalry = { 1500 1500 }
			}
		}
	}

	option = { # Changed my mind
		name = EVTOPTDHF25001

		hidden_effect = {
			remove_character_modifier = lodge_summon_warriors_cooldown

			if = {
				limit = { society_member_of = warrior_lodge_finnish } # Safety check for sneaky players.
				add_society_currency_medium_effect = yes
			}
		}

		ai_chance = { factor = 0 }
	}
}

# Only when war ends, remove the modifier that prevents you from taking the decision again.
character_event = {
	id = HF.25002

	hide_window = yes
	is_triggered_only = yes # on_war_ended_*

	immediate = {
		FROM = {
			if = {
				limit = {
					OR = {
						has_character_modifier = lodge_summon_warriors_cooldown
						has_character_modifier = lodge_slavic_stand_together_cooldown
					}
				}
				character_event = { id = HF.25003 days = 1 } # One day delay to check if this was the last war.
			}
		}

		ROOT = {
			if = {
				limit = {
					OR = {
						has_character_modifier = lodge_summon_warriors_cooldown
						has_character_modifier = lodge_slavic_stand_together_cooldown
					}
				}
				character_event = { id = HF.25003 days = 1 } # One day delay to check if this was the last war.
			}
		}
	}
}

character_event = {
	id = HF.25003

	hide_window = yes
	is_triggered_only = yes

	war = no # Avoid exploitation.

	immediate = {
		remove_character_modifier = lodge_summon_warriors_cooldown
		remove_character_modifier = lodge_slavic_stand_together_cooldown
	}
}

# Safety removal on_death and leave_society for Warriors of Ukko event troops.
character_event = {
	id = HF.25071

	hide_window = yes
	is_triggered_only = yes # on_death; on_character_leave_society

	trigger = {
		has_earmarked_regiments = ukko_warriors
	}

	immediate = {
		disband_event_forces = ukko_warriors
	}
}


#############################################
## Power 2: Call of the Steppe
# Call of the Steppe - Nomad version.
character_event = {
	id = HF.25004
	desc = EVTDESCHF25004
	picture = GFX_evt_horsemanship
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # warrior_lodge_tengri_call_of_the_steppe, hf_warrior_lodge_decisions.txt

	immediate = {
		random_list = {
			33 = { sound_effect = call_of_the_steppe_01 }
			33 = { sound_effect = call_of_the_steppe_02 }
			33 = { sound_effect = call_of_the_steppe_03 }
		}
	}

	option = {
		name = EVTOPTAHF25004

		population = 1000
		manpower = 500
	}
}

# Call of the Steppe - Non-nomad version.
character_event = {
	id = HF.25005
	desc = EVTDESCHF25005
	picture = GFX_evt_mongols
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # warrior_lodge_tengri_call_of_the_steppe, hf_warrior_lodge_decisions.txt

	option = {
		name = EVTOPTAHF25005

		add_character_modifier = {
			name = lodge_call_of_the_steppe_boost
			years = 10
		}

		clr_character_flag = flag_using_call_of_the_steppes
	}
}

# Zun Battle trance.
character_event = {
	id = HF.25006
	desc = EVTDESCHF25006
	picture = GFX_evt_sun_temple
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # warrior_lodge_zun_battle_trance, hf_warrior_lodge_decisions.txt

	immediate = {
		if = {
			limit = { is_female = no }

			random_list = {
				33 = { sound_effect = battle_trance_male_01 }
				33 = { sound_effect = battle_trance_male_02 }
				33 = { sound_effect = battle_trance_male_03 }
			}
		}
		else = {
			random_list = {
				33 = { sound_effect = battle_trance_female_01 }
				33 = { sound_effect = battle_trance_female_02 }
				33 = { sound_effect = battle_trance_female_03 }
			}
		}
	}

	option = {
		name = EVTOPTAHF25006

		add_character_modifier = {
			name = lodge_zun_battle_trance_1
			days = 2655 # 7 years, 100 days
		}
	}

	option = {
		name = EVTOPTBHF25006

		add_character_modifier = {
			name = lodge_zun_battle_trance_2
			days = 2655 # 7 years, 100 days
		}
	}

	option = {
		name = EVTOPTCHF25006

		add_character_modifier = {
			name = lodge_zun_battle_trance_3
			days = 2655 # 7 years, 100 days
		}
	}

	option = { # Changed my mind.
		name = EVTOPTDHF25006

		hidden_effect = {
			if = {
				limit = { society_member_of = warrior_lodge_zun } # Safety check for sneaky players.
				add_society_currency_minor_effect = yes
			}
		}

		ai_chance = { factor = 0 }
	}

	after = {
		clr_character_flag = flag_picking_battle_trance
	}
}


#############################################
## Power 2: Slavic Stand Together.
# Slavic Stand Together. Spawn troops and move character.
character_event = {
	id = HF.25008
	desc = EVTDESCHF25008
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_normal_frame_war
	portrait = event_target:scoped_slavic_savior

	is_triggered_only = yes # warrior_lodge_slavic_stand_together, hf_warrior_lodge_decisions.txt

	immediate = {
		random_list = {
			33 = { sound_effect = stand_together_01 }
			33 = { sound_effect = stand_together_02 }
			33 = { sound_effect = stand_together_03 }
		}

		society = {
			random_society_member = {
				limit = {
					is_ruler = no
					religion = ROOT
					is_unimportant_trigger = yes
					prisoner = no
					is_incapable = no
					is_inaccessible_trigger = no
					in_command = no

					host = {
						ai = yes
						NOT = { character = ROOT }
					}

					NOR = {
						is_heir = ROOT
						has_character_flag = no_court_invites
						any_spouse = { is_ruler = yes }
						any_close_relative = { ai = no }
					}
				}
				preferred_limit = {
					trait = brave
					trait = zealous
					trait = strong
					trait = brilliant_strategist
				}
				preferred_limit = {
					trait = brave
					trait = zealous
					trait = brilliant_strategist
				}
				preferred_limit = {
					trait = brave
					trait = zealous
					trait = skilled_tactician
				}
				preferred_limit = {
					trait = brave
					trait = zealous
				}
				preferred_limit = {
					trait = brave
				}
				save_event_target_as = scoped_slavic_savior
			}
		}
	}

	option = {
		name = EVTOPTAHF25008

		event_target:scoped_slavic_savior = {
			show_scope_change = no
			move_character = ROOT
		}

		hidden_effect = {
			if = {
				limit = {
					NOT = { can_grant_title = title_commander }
				}

				random_courtier_or_vassal = {
					limit = { has_minor_title = title_commander }
					preferred_limit = { martial < 10 }
					preferred_limit = { martial < 15 }
					remove_title = title_commander
				}
			}
			event_target:scoped_slavic_savior = { give_minor_title = title_commander }
		}

		spawn_unit = {
			province = capital_scope
			home = capital_scope
			owner = THIS
			leader = event_target:scoped_slavic_savior
			match_character = THIS
			match_mult = 0.075
			match_min = 100
			match_max = 3000
			attrition = 1.0
			earmark = lodge_stand_together
			disband_on_peace = yes
			can_toggle_looting = no
		}
		spawn_unit = {
			province = capital_scope
			home = capital_scope
			owner = THIS
			match_character = THIS
			match_mult = 0.075
			match_min = 100
			match_max = 3000
			attrition = 1.0
			earmark = lodge_stand_together
			disband_on_peace = yes
			can_toggle_looting = no
		}
		spawn_unit = {
			province = capital_scope
			home = capital_scope
			owner = THIS
			match_character = THIS
			match_mult = 0.075
			match_min = 100
			match_max = 3000
			attrition = 1.0
			earmark = lodge_stand_together
			disband_on_peace = yes
			can_toggle_looting = no
		}

		hidden_effect = {
			random_list = { # chance of befriending the savior.
				25 = {
					trigger = { # Become lovers
						num_of_lovers < 3
						NOT = { trait = celibate }

						event_target:scoped_slavic_savior = {
							num_of_lovers < 3
							root_attraction_trigger = yes
							NOT = { trait = celibate }
						}

						opinion = {
							who = event_target:scoped_slavic_savior
							value >= -20
						}

						trigger_if = {
							limit = { is_close_relative = event_target:scoped_slavic_savior }
							religion_has_incest = yes
						}
					}

					mult_modifier = {
						factor = 0.5
						practical_age >= 35
					}
					mult_modifier = {
						factor = 1.5
						trait = gregarious
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_slavic_savior = { trait = gregarious }
					}
					mult_modifier = {
						factor = 0.5
						trait = shy
					}
					mult_modifier = {
						factor = 0.5
						event_target:scoped_slavic_savior = { trait = shy }
					}
					mult_modifier = {
						factor = 1.25
						event_target:scoped_slavic_savior = { martial >= 15 } # Helpful
					}
					mult_modifier = {
						factor = 1.25
						event_target:scoped_slavic_savior = { martial >= 20 } # Helpful
					}
					mult_modifier = {
						factor = 0.25
						trait = envious
					}
					mult_modifier = {
						factor = 0.25
						trait = cruel
					}
					mult_modifier = {
						factor = 0.25
						trait = paranoid
					}
					mult_modifier = {
						factor = 0.75
						event_target:scoped_slavic_savior = { has_ugly_trait_trigger = yes }
					}
					mult_modifier = {
						factor = 0.75
						event_target:scoped_slavic_savior = { trait = lisp }
					}
					mult_modifier = {
						factor = 0.75
						event_target:scoped_slavic_savior = { trait = hunchback }
					}
					mult_modifier = {
						factor = 0.75
						event_target:scoped_slavic_savior = { trait = inbred }
					}
					mult_modifier = {
						factor = 0.5
						event_target:scoped_slavic_savior = { practical_age >= 50 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_slavic_savior = { has_fair_trait_trigger = yes }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_slavic_savior = { trait = strong }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_slavic_savior = { practical_age < 30 }
					}

					character_event = {
						id = HF.25009 # Become lovers
						days = 30
						random = 15
					}
				}

				25 = {
					trigger = { # Become friends
						num_of_friends < 3
						event_target:scoped_slavic_savior = { num_of_friends < 3 }

						opinion = {
							who = event_target:scoped_slavic_savior
							value >= -20
						}
					}

					mult_modifier = {
						factor = 0.5
						practical_age >= 35
					}
					mult_modifier = {
						factor = 1.5
						trait = gregarious
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_slavic_savior = { trait = gregarious }
					}
					mult_modifier = {
						factor = 0.5
						trait = shy
					}
					mult_modifier = {
						factor = 0.5
						event_target:scoped_slavic_savior = { trait = shy }
					}
					mult_modifier = {
						factor = 1.25
						event_target:scoped_slavic_savior = { martial >= 15 } # Helpful
					}
					mult_modifier = {
						factor = 1.25
						event_target:scoped_slavic_savior = { martial >= 20 } # Helpful
					}
					mult_modifier = {
						factor = 0.25
						trait = envious
					}
					mult_modifier = {
						factor = 0.25
						trait = cruel
					}
					mult_modifier = {
						factor = 0.25
						trait = paranoid
					}
					mult_modifier = {
						factor = 0.75
						event_target:scoped_slavic_savior = { trait = hunchback }
					}
					mult_modifier = {
						factor = 0.75
						event_target:scoped_slavic_savior = { trait = inbred }
					}
					mult_modifier = {
						factor = 0.5
						event_target:scoped_slavic_savior = { practical_age >= 50 }
					}
					mult_modifier = {
						factor = 1.5
						event_target:scoped_slavic_savior = { practical_age < 30 }
					}

					character_event = {
						id = HF.25013 # Become friends
						days = 30
						random = 15
					}
				}

				1 = { }
			}
		}
	}
}

# Falling in love with new commander.
character_event = {
	id = HF.25009
	desc = EVTDESCHF25009
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

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

	option = {
		name = EVTOPTAHF25009

		tooltip = { add_lover = event_target:scoped_slavic_savior }

		event_target:scoped_slavic_savior = {
			character_event = { id = HF.25010 }
		}
	}

	option = {
		name = EVTOPTBHF25009
	}
}

# Commander reacts.
character_event = {
	id = HF.25010
	desc = EVTDESCHF25010
	picture = GFX_evt_camaraderie
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTAHF25010

		add_lover = FROM

		FROM = { character_event = { id = HF.25011 } }

		ai_chance = {
			factor = 1

			trigger = {
				FROM = { root_attraction_trigger = yes }
			}
		}
	}

	option = {
		name = EVTOPTBHF25010

		FROM = { character_event = { id = HF.25012 } }

		ai_chance = {
			factor = 1

			trigger = {
				FROM = { root_attraction_trigger = no }
			}
		}
	}
}

character_event = {
	id = HF.25011
	desc = EVTDESCHF25011
	picture = GFX_evt_camaraderie
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	ai = no

	option = {
		name = EVTOPTAHF25011
	}
}

character_event = {
	id = HF.25012
	desc = EVTDESCHF25012
	picture = GFX_evt_quarrel
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTAHF25012

		random = {
			chance = 5
			add_trait_depressed_effect = yes
		}
	}
}

# Becoming friends with new commander.
character_event = {
	id = HF.25013
	desc = EVTDESCHF25013
	picture = GFX_evt_camaraderie
	border = GFX_event_normal_frame_war

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

	is_triggered_only = yes

	option = {
		name = EVTOPTAHF25013

		add_friend = event_target:scoped_slavic_savior
	}

	option = {
		name = EVTOPTBHF25013
	}
}


####################################################################
# War Sacrifice power.
character_event = {
	id = HF.25021
	picture = GFX_evt_religious_exultation
	border = GFX_event_normal_frame_religion

	desc = {
		text = EVTDESCAHF25021
		trigger = { religion_group = pagan_group }
	}
	desc = {
		text = EVTDESCBHF25021
		trigger = {
			NOT = { religion_group = pagan_group }
		}
	}

	is_triggered_only = yes # warrior_lodge_war_sacrifice, hf_warrior_lodge_decisions.txt

	immediate = {
		hidden_effect = {
			random_dynasty_member = {
				limit = {
					is_ruler = no
					is_adult = yes
					host = { character = ROOT }
					NOT = { is_heir = ROOT }
				}
				save_event_target_as = scoped_war_sacrifice
			}

			random_courtier = {
				limit = {
					NOT = { dynasty = ROOT }
					is_ruler = no
					is_adult = yes
					is_alive = yes
				}
				preferred_limit = {
					is_unimportant_trigger = yes
				}
				save_event_target_as = sacrificed_courtier
			}

			clr_character_flag = flag_painted_by_norse # Safety cleanup
			clr_character_flag = flag_painted_by_tengri
			clr_character_flag = flag_painted_by_baltic
			clr_character_flag = flag_painted_by_finnish
			clr_character_flag = flag_painted_by_slavic
			clr_character_flag = flag_painted_by_west_african
			clr_character_flag = flag_painted_by_zun
			clr_character_flag = flag_painted_by_bon
			clr_character_flag = flag_painted_by_hellenic

			# Bon and Hellenics would not paint their faces. They only get the blood splatter effect when sacrificing. Flags only used for localization.
			trigger_switch = { # Tie to flag to avoid potential multiplayer delay issues.
				on_trigger = society_member_of

				warrior_lodge_norse =        { set_character_flag = flag_painted_by_norse }
				warrior_lodge_tengri =       { set_character_flag = flag_painted_by_tengri }
				warrior_lodge_baltic =       { set_character_flag = flag_painted_by_baltic }
				warrior_lodge_finnish =      { set_character_flag = flag_painted_by_finnish }
				warrior_lodge_slavic =       { set_character_flag = flag_painted_by_slavic }
				warrior_lodge_west_african = { set_character_flag = flag_painted_by_west_african }
				warrior_lodge_zun =          { set_character_flag = flag_painted_by_zun }
				warrior_lodge_bon =          { set_character_flag = flag_painted_by_bon }
				warrior_lodge_hellenic =     { set_character_flag = flag_painted_by_hellenic }
			}
		}
	}

	option = { # Sacrifice family member
		name = EVTOPTAHF25021

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

			OR = {
				religion_openly_norse_or_reformed_trigger = yes
				religion_openly_slavic_or_reformed_trigger = yes
				religion_openly_baltic_or_reformed_trigger = yes
				religion_openly_tengri_or_reformed_trigger = yes
				religion_openly_finnish_or_reformed_trigger = yes
				religion_openly_zun_or_reformed_trigger = yes
				religion_openly_west_african_or_reformed_trigger = yes
				has_religion_feature = religion_ritual_sacrifice
			}
		}

		add_character_modifier = {
			name = lodge_war_sacrifice_4
			years = 5
		}

		add_blood_splatter_effect = yes

		event_target:scoped_war_sacrifice = {
			show_scope_change = no

			save_event_target_as = kinslayer_target

			death = {
				death_reason = death_execution_aztec_sacrifice
				killer = ROOT
			}
		}

		add_kinslayer_trait_effect = yes
		pacifists_lose_piety_effect = yes
		character_event = { id = HF.25022 }

		hidden_effect = {
			add_character_modifier = {
				name = lodge_war_sacrifice_cooldown
				years = 10
				hidden = yes
			}
			event_target:scoped_war_sacrifice = {
				any_close_relative = {
					limit = {
						OR = {
							is_parent_of = PREV
							is_child_of = PREV
						}
					}

					opinion = {
						name = opinion_killed_close_kin
						who = ROOT
					}
				}

				spouse = {
					opinion = {
						name = opinion_spouse_slayer
						who = ROOT
					}
				}
			}
		}
	}

	option = { # Sacrifice servant
		name = EVTOPTBHF25021

		trigger = {
			event_target:sacrificed_courtier = { always = yes }

			OR = {
				religion_openly_norse_or_reformed_trigger = yes
				religion_openly_slavic_or_reformed_trigger = yes
				religion_openly_baltic_or_reformed_trigger = yes
				religion_openly_tengri_or_reformed_trigger = yes
				religion_openly_finnish_or_reformed_trigger = yes
				religion_openly_zun_or_reformed_trigger = yes
				religion_openly_west_african_or_reformed_trigger = yes
				has_religion_feature = religion_ritual_sacrifice
			}
		}

		add_character_modifier = {
			name = lodge_war_sacrifice_3
			years = 5
		}

		event_target:sacrificed_courtier = {
			show_scope_change = no

			death = {
				death_reason = death_execution_aztec_sacrifice
				killer = ROOT
			}
		}

		custom_tooltip = { text = tooltip_EVTOPTBHF25021 }

		hidden_effect = {
			any_courtier_or_vassal = {
				limit = {
					NOR = {
						trait = impaler
						trait = cruel
						is_member_of_any_warrior_lodge_trigger = yes
					}
				}
				opinion = {
					who = ROOT
					name = opinion_savage_butcher
					years = 5
				}
			}

			event_target:sacrificed_courtier = {
				any_close_relative = {
					limit = {
						OR = {
							is_parent_of = PREV
							is_child_of = PREV
						}
					}

					opinion = {
						name = opinion_killed_close_kin
						who = ROOT
					}
				}

				spouse = {
					opinion = {
						name = opinion_spouse_slayer
						who = ROOT
					}
				}
			}
		}

		pacifists_lose_piety_effect = yes
		add_blood_splatter_effect = yes
		character_event = { id = HF.25023 }

		hidden_effect = {
			add_character_modifier = {
				name = lodge_war_sacrifice_cooldown
				years = 10
				hidden = yes
			}
		}
	}

	option = { # Sacrifice livestock
		name = {
			text = EVTOPTCHF25021_A
			trigger = { is_nomadic = no }
		}
		name = {
			text = EVTOPTCHF25021_B
			trigger = { is_nomadic = yes }
		}

		add_character_modifier = {
			name = lodge_war_sacrifice_2
			years = 5
		}

		if = {
			limit = { ai = no }

			if = {
				limit = { is_nomadic = no }

				scaled_wealth = {
					value = -0.75
					min =  -50
					max = -150
				}
			}
			else = {
				manpower = -150
			}
		}

		if = {
			limit = {
				NOR = {
					religion_group = pagan_group
					has_religion_feature = religion_ritual_sacrifice
				}
			}
			tiered_high_piety_negative_effect = yes
		}

		add_blood_splatter_effect = yes
		character_event = { id = HF.25024 }

		hidden_effect = {
			add_character_modifier = {
				name = lodge_war_sacrifice_cooldown
				years = 10
				hidden = yes
			}
		}
	}

	option = { # Never mind.
		name = EVTOPTEHF25021
		trigger = { ai = no }

		add_society_currency_medium_effect = yes
	}

	after = {
		clr_character_flag = flag_picking_war_sacrifice
	}

#	option = { # Sacrifice wealth
#		name = EVTOPTDHF25021
#		if = {
#			limit = { ai = no }
#			scaled_wealth = { value = -0.25 min = -25 max = -75 }
#		}
#		if = {
#			limit = { NOT = { religion_group = pagan_group } }
#			tiered_piety_negative_effect = yes
#		}
#		character_event = { id = HF.25025 }
#		add_character_modifier = {
#			name = lodge_war_sacrifice_1
#			years = 5
#		}
#	}
}

# Sacrificed relative to the gods.
character_event = {
	id = HF.25022
	picture = GFX_evt_religious_exultation
	border = GFX_event_normal_frame_religion

	desc = {
		text = EVTDESCAHF25022
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_painted_by_norse }
	}
	desc = {
		text = EVTDESCBHF25022
		trigger = { has_character_flag = flag_painted_by_tengri }
	}
	desc = {
		text = EVTDESCCHF25022
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_painted_by_baltic
				has_character_flag = flag_painted_by_slavic
				has_character_flag = flag_painted_by_finnish
			}
		}
	}
	desc = {
		text = EVTDESCDHF25022
		picture = GFX_evt_sun_temple
		trigger = { has_character_flag = flag_painted_by_west_african }
	}
	desc = {
		text = EVTDESCEHF25022
		picture = GFX_evt_sun_temple
		trigger = { has_character_flag = flag_painted_by_zun }
	}
	desc = {
		text = EVTDESCFHF25022
		trigger = {
			OR = {
				has_character_flag = flag_painted_by_bon
				has_character_flag = flag_painted_by_hellenic
			}
		}
	}

	is_triggered_only = yes
	hide_new = yes

	immediate = { # Tattoos/warpaint assignment is tiered, depending on the sacrifice performed. Tattoos can only be applied once.
		random_list = {
			33 = { sound_effect = sacrifice_family_01 }
			33 = { sound_effect = sacrifice_family_02 }
			33 = { sound_effect = sacrifice_family_03 }
		}

		if = {
			limit = { has_character_flag = flag_painted_by_tengri }

			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
			remove_character_modifier = tengri_warpaint_2
			remove_character_modifier = aztec_warpaint_1
			remove_character_modifier = aztec_warpaint_2
			remove_character_modifier = finnish_warpaint_1
			remove_character_modifier = finnish_warpaint_2
			remove_character_modifier = zun_warpaint_1
			remove_character_modifier = zun_warpaint_2

			random_list = {
				50 = {
					add_character_modifier = {
						name = tengri_warpaint_1
						years = 5
						hidden = yes
					}
				}
				50 = {
					add_character_modifier = {
						name = tengri_warpaint_2
						years = 5
						hidden = yes
					}
				}
			}
		}
		else_if = {
			limit = { has_character_flag = flag_painted_by_finnish }

			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
			remove_character_modifier = tengri_warpaint_2
			remove_character_modifier = aztec_warpaint_1
			remove_character_modifier = aztec_warpaint_2
			remove_character_modifier = finnish_warpaint_1
			remove_character_modifier = finnish_warpaint_2
			remove_character_modifier = zun_warpaint_1
			remove_character_modifier = zun_warpaint_2

			random_list = {
				50 = {
					add_character_modifier = {
						name = finnish_warpaint_1
						years = 5
						hidden = yes
					}
				}
				50 = {
					add_character_modifier = {
						name = finnish_warpaint_2
						years = 5
						hidden = yes
					}
				}
			}
		}
		else_if = {
			limit = { has_character_flag = flag_painted_by_zun }

			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
			remove_character_modifier = tengri_warpaint_2
			remove_character_modifier = aztec_warpaint_1
			remove_character_modifier = aztec_warpaint_2
			remove_character_modifier = finnish_warpaint_1
			remove_character_modifier = finnish_warpaint_2
			remove_character_modifier = zun_warpaint_1
			remove_character_modifier = zun_warpaint_2

			random_list = {
				50 = {
					add_character_modifier = {
						name = zun_warpaint_1
						years = 5
						hidden = yes
					}
				}
				50 = {
					add_character_modifier = {
						name = zun_warpaint_2
						years = 5
						hidden = yes
					}
				}
			}
		}
		else_if = {
			limit = {
				NOR = {
					trait = african_tattoo_1
					trait = african_tattoo_2
					trait = african_tattoo_3
					trait = african_tattoo_4
					trait = african_tattoo_5
					trait = african_tattoo_6
					trait = african_tattoo_7
					trait = african_tattoo_8
					trait = african_tattoo_9
					trait = african_tattoo_10
					trait = african_tattoo_11
					trait = african_tattoo_12
					trait = slavic_tattoo_1
					trait = slavic_tattoo_2
					trait = slavic_tattoo_3
					trait = slavic_tattoo_4
					trait = slavic_tattoo_5
					trait = slavic_tattoo_6
					trait = norse_tattoo_1
					trait = norse_tattoo_2
					trait = norse_tattoo_3
					trait = norse_tattoo_4
					trait = norse_tattoo_5
					trait = norse_tattoo_6
				}
			}
			if = {
				limit = { has_character_flag = flag_painted_by_norse }

				random_list = {
					50 = { add_trait = norse_tattoo_5 }
					50 = { add_trait = norse_tattoo_6 }
				}
			}
			else_if = {
				limit = { has_character_flag = flag_painted_by_west_african }

				random_list = {
					50 = { add_trait = african_tattoo_7 }
					50 = { add_trait = african_tattoo_8 }
				}
			}
			else_if = {
				limit = {
					OR = {
						has_character_flag = flag_painted_by_slavic
						has_character_flag = flag_painted_by_baltic
					}
				}
				random_list = {
					50 = { add_trait = slavic_tattoo_5 }
					50 = { add_trait = slavic_tattoo_6 }
				}
			}
		}
	}

	option = {
		name = EVTOPTAHF25022

		clr_character_flag = flag_painted_by_norse # Flag cleanup
		clr_character_flag = flag_painted_by_tengri
		clr_character_flag = flag_painted_by_baltic
		clr_character_flag = flag_painted_by_finnish
		clr_character_flag = flag_painted_by_slavic
		clr_character_flag = flag_painted_by_west_african
		clr_character_flag = flag_painted_by_zun
		clr_character_flag = flag_painted_by_bon
		clr_character_flag = flag_painted_by_hellenic
	}
}

# Sacrificed courtier to the gods.
character_event = {
	id = HF.25023
	picture = GFX_evt_religious_exultation
	border = GFX_event_normal_frame_religion

	desc = {
		text = EVTDESCAHF25023
		picture = GFX_evt_midwinter_blot_oldgods
		trigger = { has_character_flag = flag_painted_by_norse }
	}
	desc = {
		text = EVTDESCBHF25023
		trigger = { has_character_flag = flag_painted_by_tengri }
	}
	desc = {
		text = EVTDESCCHF25023
		picture = GFX_evt_mysterious_forest
		trigger = {
			OR = {
				has_character_flag = flag_painted_by_baltic
				has_character_flag = flag_painted_by_slavic
				has_character_flag = flag_painted_by_finnish
			}
		}
	}
	desc = {
		text = EVTDESCDHF25023
		picture = GFX_evt_sun_temple
		trigger = { has_character_flag = flag_painted_by_west_african }
	}
	desc = {
		text = EVTDESCEHF25023
		picture = GFX_evt_sun_temple
		trigger = { has_character_flag = flag_painted_by_zun }
	}
	desc = {
		text = EVTDESCFHF25023
		trigger = {
			OR = {
				has_character_flag = flag_painted_by_bon
				has_character_flag = flag_painted_by_hellenic
			}
		}
	}

	is_triggered_only = yes
	hide_new = yes

	immediate = { # Tattoos/warpaint assignment is tiered, depending on the sacrifice performed. Tattoos can only be applied once.
		random_list = {
			33 = { sound_effect = sacrifice_family_01 }
			33 = { sound_effect = sacrifice_family_02 }
			33 = { sound_effect = sacrifice_family_03 }
		}

		if = {
			limit = { has_character_flag = flag_painted_by_tengri }

			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
			remove_character_modifier = tengri_warpaint_2
			remove_character_modifier = aztec_warpaint_1
			remove_character_modifier = aztec_warpaint_2
			remove_character_modifier = finnish_warpaint_1
			remove_character_modifier = finnish_warpaint_2
			remove_character_modifier = zun_warpaint_1
			remove_character_modifier = zun_warpaint_2

			random_list = {
				50 = {
					add_character_modifier = {
						name = tengri_warpaint_1
						years = 5
						hidden = yes
					}
				}
				50 = {
					add_character_modifier = {
						name = tengri_warpaint_2
						years = 5
						hidden = yes
					}
				}
			}
		}
		else_if = {
			limit = { has_character_flag = flag_painted_by_finnish }

			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
			remove_character_modifier = tengri_warpaint_2
			remove_character_modifier = aztec_warpaint_1
			remove_character_modifier = aztec_warpaint_2
			remove_character_modifier = finnish_warpaint_1
			remove_character_modifier = finnish_warpaint_2
			remove_character_modifier = zun_warpaint_1
			remove_character_modifier = zun_warpaint_2

			random_list = {
				50 = {
					add_character_modifier = {
						name = finnish_warpaint_1
						years = 5
						hidden = yes
					}
				}
				50 = {
					add_character_modifier = {
						name = finnish_warpaint_2
						years = 5
						hidden = yes
					}
				}
			}
		}
		else_if = {
			limit = { has_character_flag = flag_painted_by_zun }

			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
			remove_character_modifier = tengri_warpaint_2
			remove_character_modifier = aztec_warpaint_1
			remove_character_modifier = aztec_warpaint_2
			remove_character_modifier = finnish_warpaint_1
			remove_character_modifier = finnish_warpaint_2
			remove_character_modifier = zun_warpaint_1
			remove_character_modifier = zun_warpaint_2

			random_list = {
				50 = {
					add_character_modifier = {
						name = zun_warpaint_1
						years = 5
						hidden = yes
					}
				}
				50 = {
					add_character_modifier = {
						name = zun_warpaint_2
						years = 5
						hidden = yes
					}
				}
			}
		}
		else_if = {
			limit = {
				has_character_flag = flag_painted_by_norse

				NOR = {
					trait = african_tattoo_1
					trait = african_tattoo_2
					trait = african_tattoo_3
					trait = african_tattoo_4
					trait = african_tattoo_5
					trait = african_tattoo_6
					trait = african_tattoo_7
					trait = african_tattoo_8
					trait = african_tattoo_9
					trait = african_tattoo_10
					trait = african_tattoo_11
					trait = african_tattoo_12
					trait = slavic_tattoo_1
					trait = slavic_tattoo_2
					trait = slavic_tattoo_3
					trait = slavic_tattoo_4
					trait = slavic_tattoo_5
					trait = slavic_tattoo_6
					trait = norse_tattoo_1
					trait = norse_tattoo_2
					trait = norse_tattoo_3
					trait = norse_tattoo_4
					trait = norse_tattoo_5
					trait = norse_tattoo_6
				}
			}
			if = {
				limit = { has_character_flag = flag_painted_by_norse }

				random_list = {
					50 = { add_trait = norse_tattoo_3 }
					50 = { add_trait = norse_tattoo_4 }
				}
			}
			else_if = {
				limit = { has_character_flag = flag_painted_by_west_african }

				random_list = {
					50 = { add_trait = african_tattoo_5 }
					50 = { add_trait = african_tattoo_6 }
				}
			}
			else_if = {
				limit = {
					OR = {
						has_character_flag = flag_painted_by_slavic
						has_character_flag = flag_painted_by_baltic
					}
				}
				random_list = {
					50 = { add_trait = slavic_tattoo_3 }
					50 = { add_trait = slavic_tattoo_4 }
				}
			}
		}
	}

	option = {
		name = EVTOPTAHF25023

		clr_character_flag = flag_painted_by_norse # Flag cleanup
		clr_character_flag = flag_painted_by_tengri
		clr_character_flag = flag_painted_by_baltic
		clr_character_flag = flag_painted_by_finnish
		clr_character_flag = flag_painted_by_slavic
		clr_character_flag = flag_painted_by_west_african
		clr_character_flag = flag_painted_by_zun
		clr_character_flag = flag_painted_by_bon
		clr_character_flag = flag_painted_by_hellenic
	}
}

# Sacrificed cattle to the gods.
character_event = {
	id = HF.25024
	picture = GFX_evt_religious_exultation
	border = GFX_event_normal_frame_religion

	desc = {
		text = EVTDESCAHF25024
		trigger = { is_nomadic = no }
	}
	desc = {
		text = EVTDESCBHF25024
		trigger = { is_nomadic = yes }
	}

	is_triggered_only = yes
	hide_new = yes

	immediate = { # Tattoos/warpaint assignment is tiered, depending on the sacrifice performed. Tattoos can only be applied once.
		random_list = {
			33 = { sound_effect = sacrifice_cattle_01 }
			33 = { sound_effect = sacrifice_cattle_02 }
			33 = { sound_effect = sacrifice_cattle_03 }
		}

		if = {
			limit = { has_character_flag = flag_painted_by_tengri }

			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
			remove_character_modifier = tengri_warpaint_2
			remove_character_modifier = aztec_warpaint_1
			remove_character_modifier = aztec_warpaint_2
			remove_character_modifier = finnish_warpaint_1
			remove_character_modifier = finnish_warpaint_2
			remove_character_modifier = zun_warpaint_1
			remove_character_modifier = zun_warpaint_2

			random_list = {
				50 = {
					add_character_modifier = {
						name = tengri_warpaint_1
						years = 5
						hidden = yes
					}
				}
				50 = {
					add_character_modifier = {
						name = tengri_warpaint_2
						years = 5
						hidden = yes
					}
				}
			}
		}
		else_if = {
			limit = { has_character_flag = flag_painted_by_finnish }

			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
			remove_character_modifier = tengri_warpaint_2
			remove_character_modifier = aztec_warpaint_1
			remove_character_modifier = aztec_warpaint_2
			remove_character_modifier = finnish_warpaint_1
			remove_character_modifier = finnish_warpaint_2
			remove_character_modifier = zun_warpaint_1
			remove_character_modifier = zun_warpaint_2

			random_list = {
				50 = {
					add_character_modifier = {
						name = finnish_warpaint_1
						years = 5
						hidden = yes
					}
				}
				50 = {
					add_character_modifier = {
						name = finnish_warpaint_2
						years = 5
						hidden = yes
					}
				}
			}
		}
		else_if = {
			limit = { has_character_flag = flag_painted_by_zun }

			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
			remove_character_modifier = tengri_warpaint_2
			remove_character_modifier = aztec_warpaint_1
			remove_character_modifier = aztec_warpaint_2
			remove_character_modifier = finnish_warpaint_1
			remove_character_modifier = finnish_warpaint_2
			remove_character_modifier = zun_warpaint_1
			remove_character_modifier = zun_warpaint_2

			random_list = {
				50 = {
					add_character_modifier = {
						name = aztec_warpaint_1
						years = 5
						hidden = yes
					}
				}
				50 = {
					add_character_modifier = {
						name = aztec_warpaint_2
						years = 5
						hidden = yes
					}
				}
			}
		}
		else_if = {
			limit = {
				NOR = {
					trait = african_tattoo_1
					trait = african_tattoo_2
					trait = african_tattoo_3
					trait = african_tattoo_4
					trait = african_tattoo_5
					trait = african_tattoo_6
					trait = african_tattoo_7
					trait = african_tattoo_8
					trait = african_tattoo_9
					trait = african_tattoo_10
					trait = african_tattoo_11
					trait = african_tattoo_12
					trait = slavic_tattoo_1
					trait = slavic_tattoo_2
					trait = slavic_tattoo_3
					trait = slavic_tattoo_4
					trait = slavic_tattoo_5
					trait = slavic_tattoo_6
					trait = norse_tattoo_1
					trait = norse_tattoo_2
					trait = norse_tattoo_3
					trait = norse_tattoo_4
					trait = norse_tattoo_5
					trait = norse_tattoo_6
				}
			}
			if = {
				limit = { has_character_flag = flag_painted_by_norse }

				random_list = {
					50 = { add_trait = norse_tattoo_1 }
					50 = { add_trait = norse_tattoo_2 }
				}
			}
			else_if = {
				limit = { has_character_flag = flag_painted_by_west_african }

				random_list = {
					50 = { add_trait = african_tattoo_1 }
					50 = { add_trait = african_tattoo_2 }
					50 = { add_trait = african_tattoo_3 }
					50 = { add_trait = african_tattoo_4 }
				}
			}
			else_if = {
				limit = {
					OR = {
						has_character_flag = flag_painted_by_slavic
						has_character_flag = flag_painted_by_baltic
					}
				}
				random_list = {
					50 = { add_trait = slavic_tattoo_1 }
					50 = { add_trait = slavic_tattoo_2 }
				}
			}
		}
	}

	option = {
		name = EVTOPTAHF25024

		clr_character_flag = flag_painted_by_norse # Flag cleanup
		clr_character_flag = flag_painted_by_tengri
		clr_character_flag = flag_painted_by_baltic
		clr_character_flag = flag_painted_by_finnish
		clr_character_flag = flag_painted_by_slavic
		clr_character_flag = flag_painted_by_west_african
		clr_character_flag = flag_painted_by_zun
		clr_character_flag = flag_painted_by_bon
		clr_character_flag = flag_painted_by_hellenic
	}
}

# Sacrificed wealth to the gods. - REMOVED
# character_event = {
#	id = HF.25025
#	desc = EVTDESCAHF25025
#
#	hide_new = yes
#	picture = GFX_evt_religious_exultation
#	border = GFX_event_normal_frame_religion
#
#	is_triggered_only = yes
#
#	immediate = { # Tattoos/warpaint assignment is tiered, depending on the sacrifice performed. Tattoos can only be applied once.
#		if = {
#			limit = {
#				has_character_flag = flag_painted_by_norse
#				NOR = {
#					trait = norse_tattoo_1
#					trait = norse_tattoo_2
#					trait = norse_tattoo_3
#					trait = norse_tattoo_4
#					trait = norse_tattoo_5
#					trait = norse_tattoo_6
#				}
#			}
#			random_list = {
#				50 = { add_trait = norse_tattoo_1 }
#				50 = { add_trait = norse_tattoo_2 }
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = flag_painted_by_west_african
#				NOR = {
#					trait = african_tattoo_1
#					trait = african_tattoo_2
#					trait = african_tattoo_3
#					trait = african_tattoo_4
#					trait = african_tattoo_5
#					trait = african_tattoo_6
#					trait = african_tattoo_7
#					trait = african_tattoo_8
#				}
#			}
#			random_list = {
#				50 = { add_trait = african_tattoo_1 }
#				50 = { add_trait = african_tattoo_2 }
#			}
#		}
#		if = {
#			limit = {
#				OR = {
#					has_character_flag = flag_painted_by_slavic
#					has_character_flag = flag_painted_by_baltic
#				}
#				NOR = {
#					trait = slavic_tattoo_1
#					trait = slavic_tattoo_2
#					trait = slavic_tattoo_3
#					trait = slavic_tattoo_4
#					trait = slavic_tattoo_5
#					trait = slavic_tattoo_6
#				}
#			}
#			random_list = {
#				50 = { add_trait = slavic_tattoo_1 }
#				50 = { add_trait = slavic_tattoo_2 }
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = flag_painted_by_tengri
#			}
#			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
#			remove_character_modifier = tengri_warpaint_2
#			remove_character_modifier = aztec_warpaint_1
#			remove_character_modifier = aztec_warpaint_2
#			remove_character_modifier = finnish_warpaint_1
#			remove_character_modifier = finnish_warpaint_2
#			remove_character_modifier = zun_warpaint_1
#			remove_character_modifier = zun_warpaint_2
#			random_list = {
#				50 = {
#					add_character_modifier = {
#						name = tengri_warpaint_1
#						years = 5
#						hidden = yes
#					}
#				}
#				50 = {
#					add_character_modifier = {
#						name = tengri_warpaint_2
#						years = 5
#						hidden = yes
#					}
#				}
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = flag_painted_by_finnish
#			}
#			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
#			remove_character_modifier = tengri_warpaint_2
#			remove_character_modifier = aztec_warpaint_1
#			remove_character_modifier = aztec_warpaint_2
#			remove_character_modifier = finnish_warpaint_1
#			remove_character_modifier = finnish_warpaint_2
#			remove_character_modifier = zun_warpaint_1
#			remove_character_modifier = zun_warpaint_2
#			random_list = {
#				50 = {
#					add_character_modifier = {
#						name = finnish_warpaint_1
#						years = 5
#						hidden = yes
#					}
#				}
#				50 = {
#					add_character_modifier = {
#						name = finnish_warpaint_2
#						years = 5
#						hidden = yes
#					}
#				}
#			}
#		}
#		if = {
#			limit = {
#				has_character_flag = flag_painted_by_zun
#			}
#			remove_character_modifier = tengri_warpaint_1 # Remove all previous paint that might still be lingering, for whatever reason.
#			remove_character_modifier = tengri_warpaint_2
#			remove_character_modifier = aztec_warpaint_1
#			remove_character_modifier = aztec_warpaint_2
#			remove_character_modifier = finnish_warpaint_1
#			remove_character_modifier = finnish_warpaint_2
#			remove_character_modifier = zun_warpaint_1
#			remove_character_modifier = zun_warpaint_2
#			random_list = {
#				50 = {
#					add_character_modifier = {
#						name = aztec_warpaint_1
#						years = 5
#						hidden = yes
#					}
#				}
#				50 = {
#					add_character_modifier = {
#						name = aztec_warpaint_2
#						years = 5
#						hidden = yes
#					}
#				}
#			}
#		}
#	}
#
#	option = {
#		name = EVTOPTAHF25025
#		clr_character_flag = flag_painted_by_norse # Flag cleanup
#		clr_character_flag = flag_painted_by_tengri
#		clr_character_flag = flag_painted_by_baltic
#		clr_character_flag = flag_painted_by_finnish
#		clr_character_flag = flag_painted_by_slavic
#		clr_character_flag = flag_painted_by_west_african
#		clr_character_flag = flag_painted_by_zun
#		clr_character_flag = flag_painted_by_bon
#		clr_character_flag = flag_painted_by_hellenic
#	}
# }


##################################################################
# Hellenic Warrior Lodge has been recreated.
# Players notified.

narrative_event = {
	id = HF.25026
	title = EVTTITLEHF25026
	desc = EVTDESCHF25026
	picture = GFX_evt_hippodrome_byzantine

	is_triggered_only = yes # create_warrior_lodge_hellenic, hf_warrior_lodge_decisions.txt
	hide_from = yes
	hide_new = yes

	only_playable = yes

	option = {
		name = EVTOPTAHF25026

		trigger = {
			OR = {
				society_member_of = warrior_lodge_hellenic
				religion_openly_hellenic_or_reformed_trigger = yes
				religion_secretly_hellenic_or_reformed_trigger = yes
				can_join_society = warrior_lodge_hellenic
			}
		}

		if = {
			limit = {
				NOT = { society_member_of = warrior_lodge_hellenic }
				can_join_society = warrior_lodge_hellenic
			}
			join_society = warrior_lodge_hellenic
		}
	}

	option = {
		name = EVTOPTBHF25026

		trigger = {
			religion_openly_hellenic_or_reformed_trigger = no
			religion_secretly_hellenic_or_reformed_trigger = no
			NOT = { society_member_of = warrior_lodge_hellenic }
		}
	}
}


####################################
# Call to Glory Power - First notification.
character_event = {
	id = HF.25030
	desc = EVTDESCHF25030
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # warrior_lodge_call_to_glory, hf_warrior_lodge_decisions.txt

	option = {
		name = EVTOPTAHF25030
		custom_tooltip = { text = TT_EVTOPTAHF25030 }

		character_event = {
			id = HF.25031 # Hidden random list.
			days = 25
			random = 5
		}
	}
}

# Main list
character_event = {
	id = HF.25031

	hide_window = yes
	is_triggered_only = yes

	war = yes

	trigger = {
		has_character_modifier = call_to_glory
		is_member_of_any_warrior_lodge_trigger = yes
		society_rank == 4
	}

	fail_trigger_effect = {
		# If basic requirements for the power are no longer met, clean everything and stop the chain.
		remove_character_modifier = call_to_glory
		disband_event_forces = call_to_glory_disciplined
		disband_event_forces = call_to_glory_rowdy
		set_variable = { which = call_to_glory_variable value = 0 }
	}

	immediate = {
		if = {
			limit = {
				OR = {
					in_command = no
					is_at_sea = yes
				}
			}
			repeat_event = {
				id = HF.25031
				days = 35
				random = 5
			}
		}
		else = {
			random_list = {
				30 = {
					trigger = {
						check_variable = { which = call_to_glory_variable value < 20 } # Stop after a while.
					}

					character_event = { id = HF.25032 } # Main reinforcement notification event.
				}
				100 = {
					trigger = {
						check_variable = { which = call_to_glory_variable value >= 20 }
					}

					character_event = { id = HF.25033 } # Once troops have spawned 20 times, they will stop spawning unless ruler succeeds in a persuasion check to lower the variable.
				}
				5 = {
					trigger = {
						has_earmarked_regiments = call_to_glory_rowdy # should have at least some rowdy troops.
						check_variable = { which = call_to_glory_variable value >= 5 } # Shouldn't happen immediately after firing the power.
						check_variable = { which = call_to_glory_variable value < 20 } # Stop after a while.
					}

					character_event = { id = HF.25034 } # Rowdy troops are threatening to leave if they are not given more spoils.
				}
				5 = {
					trigger = {
						check_variable = { which = call_to_glory_variable value >= 5 } # Shouldn't happen immediately after firing the power.
					}

					character_event = { id = HF.25037 } # Chance for either levy reinforcement bonus in capital, prestige, cheap troops, or raider ships.
				}
			}
		}
	}
}

# Main reinforcement event.
character_event = {
	id = HF.25032
	desc = EVTDESCHF25032
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes
	notification = yes

	option = {
		name = OK

		# Norse Lodge: light_infantry + heavy_infantry 				150 + 100
		# Tengri Lodge: light_cavalry + horse_archers 				100 + 150
		# Slavic Lodge: light_infantry + light_cavalry 				200 + 50
		# Baltic Lodge: light_infantry + heavy_infantry + archers 	100 + 100 + 50
		# Finnish Lodge: light_infantry + archers 					100 + 150
		# West-African Lodge: light_infantry + pikemen 				150 + 100
		# Zunist Lodge: pikemen + archers 							150 + 100
		# Bon Lodge: light_infantry + light_cavalry + archers 		100 + 50 + 100
		# Hellenic Lodge: pikemen + heavy infantry 					200 + 50

		# Numbers balanced based on realm size (30 or less, between 30 and 70, more than 70)
		if = { # Low spawn
			limit = { realm_size < 30 }

			trigger_switch = {
				on_trigger = society_member_of

				warrior_lodge_norse = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 50 50 }
									heavy_infantry = { 10 10 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 50 50 }
									heavy_infantry = { 25 25 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_tengri = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_cavalry = { 50 50 }
									horse_archers = { 10 10 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_cavalry = { 60 60 }
									horse_archers = { 25 25 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_slavic = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 50 50 }
									light_cavalry = { 10 10 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 60 60 }
									light_cavalry = { 25 25 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_baltic = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 25 25 }
									heavy_infantry = { 25 25 }
									archers = { 10 10 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 30 30 }
									heavy_infantry = { 30 30 }
									archers = { 10 10 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_finnish = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 25 25 }
									archers = { 30 30 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 30 30 }
									archers = { 50 50 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_west_african = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 30 30 }
									pikemen = { 25 25 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 50 50 }
									pikemen = { 30 30 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_zun = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 30 30 }
									archers = { 25 25 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 50 50 }
									archers = { 30 30 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_bon = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 25 25 }
									light_cavalry = { 10 10 }
									archers = { 25 25 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 30 30 }
									light_cavalry = { 10 10 }
									archers = { 30 30 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_hellenic = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 50 50 }
									heavy_infantry = { 10 10 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 75 75 }
									heavy_infantry = { 10 10 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
			}
		}
		else_if = { # Mid spawn
			limit = { realm_size < 70 }

			trigger_switch = {
				on_trigger = society_member_of

				warrior_lodge_norse = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 100 100 }
									heavy_infantry = { 25 25 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 100 100 }
									heavy_infantry = { 50 50 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_tengri = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_cavalry = { 100 100 }
									horse_archers = { 25 25 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_cavalry = { 125 125 }
									horse_archers = { 50 50 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_slavic = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 100 100 }
									light_cavalry = { 25 25 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 125 125 }
									light_cavalry = { 50 50 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_baltic = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 50 50 }
									heavy_infantry = { 50 50 }
									archers = { 25 25 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 75 75 }
									heavy_infantry = { 75 75 }
									archers = { 25 25 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_finnish = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 50 50 }
									archers = { 75 75 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 75 75 }
									archers = { 100 100 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_west_african = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 75 75 }
									pikemen = { 50 50 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 100 100 }
									pikemen = { 75 75 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_zun = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 75 75 }
									archers = { 50 50 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 100 100 }
									archers = { 75 75 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_bon = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 50 50 }
									light_cavalry = { 25 25 }
									archers = { 50 50 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 75 75 }
									light_cavalry = { 25 25 }
									archers = { 75 75 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_hellenic = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 100 100 }
									heavy_infantry = { 25 25 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 150 150 }
									heavy_infantry = { 25 25 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
			}
		}
		else = { # Top spawn
			trigger_switch = {
				on_trigger = society_member_of

				warrior_lodge_norse = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 150 150 }
									heavy_infantry = { 50 50 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 200 200 }
									heavy_infantry = { 100 100 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_tengri = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_cavalry = { 200 200 }
									horse_archers = { 50 50 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_cavalry = { 250 250 }
									horse_archers = { 100 100 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_slavic = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 200 200 }
									light_cavalry = { 50 50 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 250 250 }
									light_cavalry = { 100 100 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_baltic = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 100 100 }
									heavy_infantry = { 100 100 }
									archers = { 50 50 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 150 150 }
									heavy_infantry = { 150 150 }
									archers = { 50 50 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_finnish = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 100 100 }
									archers = { 150 150 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 150 150 }
									archers = { 200 200 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_west_african = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 150 150 }
									pikemen = { 100 100 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 200 200 }
									pikemen = { 150 150 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_zun = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 150 150 }
									archers = { 100 100 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 200 200 }
									archers = { 150 150 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_bon = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 100 100 }
									light_cavalry = { 50 50 }
									archers = { 100 100 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									light_infantry = { 150 150 }
									light_cavalry = { 50 50 }
									archers = { 150 150 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
				warrior_lodge_hellenic = {
					random_list = {
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 200 200 }
									heavy_infantry = { 50 50 }
								}
								earmark = call_to_glory_disciplined
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
						50 = {
							spawn_unit = {
								province = location
								owner = ROOT
								troops = {
									pikemen = { 300 300 }
									heavy_infantry = { 50 50 }
								}
								earmark = call_to_glory_rowdy # Might leave early on occasion.
								attrition = 0
								merge = yes
								maintenance_multiplier = 0
								disband_on_peace = yes
							}
						}
					}
				}
			}
		}

		change_variable = { which = call_to_glory_variable value = 1 }
		character_event = { id = HF.25031 days = 35 random = 5 } # Hidden random list.
	}
}

# Troop limit reached. What to do?
character_event = {
	id = HF.25033
	desc = EVTDESCHF25033
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = { # Inspire with combat rating.
		name = EVTOPTAHF25033
		tooltip_info = combat_rating

		trigger = {
			ai = no
			combat_rating >= 50
		}

		custom_tooltip = {
			text = tooltip_call_to_glory_resume_reinforcements
			change_variable = { which = call_to_glory_variable value = -10 }
		}

		character_event = {
			id = HF.25031 # Hidden random list.
			days = 45
			random = 5
		}
	}

	option = { # Bribe them.
		name = EVTOPTBHF25033
		trigger = { ai = no }

		scaled_wealth = {
			value = -1
			min = -150
			max = -250
		}

		custom_tooltip = {
			text = tooltip_call_to_glory_resume_reinforcements
			change_variable = { which = call_to_glory_variable value = -10 }
		}

		character_event = {
			id = HF.25031 # Hidden random list.
			days = 45
			random = 5
		}
	}

	option = { # Do nothing - No more reinforcements.
		name = EVTOPTCHF25033

		custom_tooltip = { text = tooltip_call_to_glory_end_reinforcements }
		hidden_effect = { set_variable = { which = call_to_glory_variable value = 0 } }
	}
}

# Rowdy Troops demand a greater share of the loot or they will leave.
character_event = {
	id = HF.25034
	desc = EVTDESCHF25034
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = { # Use diplomacy.
		name = EVTOPTAHF25034
		tooltip_info = diplomacy

		trigger = {
			ai = no
			diplomacy >= 20
		}
	}

	option = { # Bribe them.
		name = EVTOPTBHF25034
		trigger = { ai = no }

		scaled_wealth = {
			value = -0.8
			min = -50
			max = -150
		}
	}

	option = { # Let all rowdy troops go.
		name = EVTOPTCHF25034

		custom_tooltip = {
			text = tooltip_rowdy_troops_leave

			disband_event_forces = call_to_glory_rowdy
			change_variable = { which = call_to_glory_variable value = -3 }
		}
	}

	after = {
		character_event = {
			id = HF.25031 # Hidden random list.
			days = 25
			random = 5
		}
	}
}

# Surplus manpower. How to use? Chance for either levy reinforcement bonus in capital, prestige, cheap troops, or raider ships.
character_event = {
	id = HF.25037
	desc = EVTDESCHF25037
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = { # Capital levy reinforcement rate/manpower.
		name = EVTOPTAHF25037

		if = {
			limit = { is_nomadic = yes }
			manpower = 200
		}
		else = {
			any_demesne_province = {
				show_scope_change = no

				limit = { owned_by = PREV }

				add_province_modifier = {
					name = capital_call_to_glory
					months = 5
					stacking = yes
				}
			}
		}
	}

	option = { # Bonus Prestige.
		name = EVTOPTBHF25037

		prestige = 150
	}

	option = { # Bonus infantry.
		name = EVTOPTCHF25037

		hidden_effect = { change_variable = { which = call_to_glory_variable value = 1 } }

		spawn_unit = {
			province = capital_scope
			owner = ROOT
			earmark = call_to_glory_rowdy
			attrition = 0
			merge = yes
			maintenance_multiplier = 0
			disband_on_peace = yes
			troops = {
				light_infantry = { 400 400 }
			}
		}
	}

	option = { # Bonus ships.
		name = EVTOPTDHF25037

		spawn_fleet = {
			province = closest # closest sea zone
			owner = ROOT
			earmark = call_to_glory_rowdy
			disband_on_peace = yes
			troops = {
				galleys = { 50 50 }
			}
		}
	}

	after = {
		character_event = {
			id = HF.25031 # Hidden random list.
			days = 25
			random = 5
		}
	}
}

# On war over/leave_society, remove call_to_glory modifier.
character_event = {
	id = HF.25035

	hide_window = yes
	is_triggered_only = yes # on_war_ended_*

	trigger = {
		OR = {
			ROOT = { has_character_modifier = call_to_glory }
			FROM = { has_character_modifier = call_to_glory }
		}
	}

	immediate = {
		ROOT = { character_event = { id = HF.25036 days = 1 } } # One day delay to check for any other wars.
		FROM = { character_event = { id = HF.25036 days = 1 } } # One day delay to check for any other wars.
	}
}

character_event = {
	id = HF.25036

	hide_window = yes
	is_triggered_only = yes # above; on_character_leave_society

	trigger = {
		has_character_modifier = call_to_glory

		OR = {
			war = no
			is_member_of_any_warrior_lodge_trigger = no

			trigger_if = { # Switched to another Warrior Lodge.
				limit = { is_member_of_any_warrior_lodge_trigger = yes }
				society_rank < 4
			}
		}
	}

	immediate = {
		remove_character_modifier = call_to_glory
		disband_event_forces = call_to_glory_disciplined
		disband_event_forces = call_to_glory_rowdy
		set_variable = { which = call_to_glory_variable value = 0 }

		any_demesne_province = {
			limit = { owned_by = PREV }
			remove_province_modifier = capital_call_to_glory
		}
	}
}


#####################################################
# Create Fetish Lodge Power for West-Africans.
# Decide whether you want a mask or an idol.
character_event = {
	id = HF.25040
	desc = EVTDESCHF25040
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes # warrior_lodge_west_african_create_fetish, hf_warrior_lodge_decisions.txt

	option = {
		name = EVTOPTAHF25040
		trigger = {
			NOT = {
				any_artifact = {
					has_artifact_flag = mask
				}
			}
		}

		character_event = {
			id = HF.25041 # Pick Mask Quality.
			days = 35
			random = 45
		}

		ai_chance = { factor = 70 } # More visible to other players.
	}

	option = {
		name = EVTOPTBHF25040
		trigger = {
			NOT = {
				any_artifact = {
					has_artifact_flag = totem
				}
			}
		}

		character_event = {
			id = HF.25042 # Pick Fetish Type.
			days = 65
			random = 45
		}

		ai_chance = { factor = 30 }
	}
}

# Mask: Pick quality.
character_event = {
	id = HF.25041
	desc = EVTDESCHF25041
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	option = { # Good
		name = EVTOPTAHF25041
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25041 }

		if = {
			limit = { ai = no }

			scaled_wealth = {
				value = -1
				min = -150
				max = -500
			}
		}

		character_event = {
			id = HF.25043 # Pick Top Tier Mask Type.
			days = 35
			random = 25
		}

		ai_chance = { factor = 30 }
	}

	option = { # Mid
		name = EVTOPTBHF25041
		custom_tooltip = { text = TOOLTIP_EVTOPTBHF25041 }

		if = {
			limit = { ai = no }

			scaled_wealth = {
				value = -0.5
				min = -25
				max = -100
			}
		}

		character_event = {
			id = HF.25044 # Pick Mid-Tier Mask Type.
			days = 35
			random = 25
		}

		ai_chance = { factor = 40 }
	}

	option = { # Low quality
		name = EVTOPTCHF25041
		custom_tooltip = { text = TOOLTIP_EVTOPTCHF25041 }

		character_event = {
			id = HF.25045 # Pick Low Tier Mask Type.
			days = 35
			random = 25
		}

		ai_chance = { factor = 30 }
	}
}

# Idol: Pick type.
character_event = {
	id = HF.25042
	desc = EVTDESCHF25042
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	option = { # Carved Totem
		name = EVTOPTAHF25042
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25042 }

		if = {
			limit = { ai = no }

			scaled_wealth = {
				value = -0.75
				min = -50
				max = -200
			}
		}

		character_event = { id = HF.25046 }

		ai_chance = { factor = 30 }
	}

	option = { # Ivory Idol
		name = EVTOPTBHF25042
		custom_tooltip = { text = TOOLTIP_EVTOPTBHF25042 }

		if = {
			limit = { ai = no }

			scaled_wealth = {
				value = -0.75
				min = -50
				max = -200
			}
		}

		character_event = { id = HF.25047 }

		ai_chance = { factor = 30 }
	}

	option = { # Rainstick
		name = EVTOPTCHF25042
		custom_tooltip = { text = TOOLTIP_EVTOPTCHF25042 }

		character_event = { id = HF.25048 }

		ai_chance = { factor = 30 }
	}
}

# Top Tier Mask: Pick spirit to inhabit it with.
character_event = {
	id = HF.25043
	desc = EVTDESCHF25043
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	option = { # Inspiring
		name = EVTOPTAHF25043
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25043 }

		character_event = { id = HF.25049 }

		ai_chance = {
			factor = 50

			mult_modifier = {
				factor = 2
				has_pleasant_trait_trigger = yes
			}
		}
	}

	option = { # Terrifying
		name = EVTOPTBHF25043
		custom_tooltip = { text = TOOLTIP_EVTOPTBHF25043 }

		character_event = { id = HF.25050 }

		ai_chance = {
			factor = 50

			mult_modifier = {
				factor = 2
				has_unpleasant_trait_trigger = yes
			}
		}
	}
}

# Mid Tier Mask: Pick spirit to inhabit it with.
character_event = {
	id = HF.25044
	desc = EVTDESCHF25044
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	option = { # Unyielding
		name = EVTOPTAHF25044
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25044 }

		character_event = { id = HF.25051 }

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 1.75

				OR = {
					trait = stubborn
					trait = brave
				}
			}
		}
	}

	option = { # Ruthless
		name = EVTOPTBHF25044
		custom_tooltip = { text = TOOLTIP_EVTOPTBHF25044 }

		character_event = { id = HF.25052 }

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 1.75

				OR = {
					trait = impaler
					trait = cruel
				}
			}
		}
	}

	option = { # Trickster
		name = EVTOPTCHF25044
		custom_tooltip = { text = TOOLTIP_EVTOPTCHF25044 }

		character_event = { id = HF.25053 }

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 1.75

				OR = {
					trait = deceitful
					trait = shy
				}
			}
		}
	}
}

# Low Tier Mask: Pick spirit to inhabit it with.
character_event = {
	id = HF.25045
	desc = EVTDESCHF25045
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	option = { # Angry
		name = EVTOPTAHF25045
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25045 }

		character_event = { id = HF.25054 }

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 1.75

				OR = {
					trait = wroth
					trait = stubborn
				}
			}
		}
	}

	option = { # Staunch
		name = EVTOPTBHF25045
		custom_tooltip = { text = TOOLTIP_EVTOPTBHF25045 }

		character_event = { id = HF.25055 }

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 1.75

				OR = {
					trait = brave
					trait = zealous
				}
			}
		}
	}

	option = { # Fleeting
		name = EVTOPTCHF25045
		custom_tooltip = { text = TOOLTIP_EVTOPTCHF25045 }

		character_event = { id = HF.25056 }

		ai_chance = {
			factor = 30

			mult_modifier = {
				factor = 1.75

				OR = {
					trait = craven
					trait = shy
				}
			}
		}
	}
}

# Receive Carved Totem Artifact.
character_event = {
	id = HF.25046
	desc = EVTDESCHF25046
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = { sound_effect = create_fetish_01 }
			33 = { sound_effect = create_fetish_02 }
			33 = { sound_effect = create_fetish_03 }
		}
	}

	option = {
		name = EVTOPTAHF25046
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25046 }

		hidden_effect = {
			clr_character_flag = flag_ordered_fetish_creation
			add_artifact = scepter_african_1

			new_artifact = {
				random_list = { # Randomize names to avoid too much repetition.
					25 = { trigger = { ROOT = { is_lowborn = no } } set_name = scepter_african_1_random_a }
					25 = { set_name = scepter_african_1_random_b }
					25 = { trigger = { ROOT = { is_lowborn = no } } set_name = scepter_african_1_random_c }
					25 = { set_name = scepter_african_1_random_d }
				}
			}
		}
	}
}

# Receive Ivory Idol Artifact.
character_event = {
	id = HF.25047
	desc = EVTDESCHF25047
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = { sound_effect = create_fetish_01 }
			33 = { sound_effect = create_fetish_02 }
			33 = { sound_effect = create_fetish_03 }
		}
	}

	option = {
		name = GOOD
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25047 }

		hidden_effect = {
			clr_character_flag = flag_ordered_fetish_creation
			add_artifact = scepter_african_2

			new_artifact = {
				random_list = { # Randomize names to avoid too much repetition.
					25 = { set_name = scepter_african_2_random_a }
					25 = { set_name = scepter_african_2_random_b }
					25 = { set_name = scepter_african_2_random_c }
					25 = { set_name = scepter_african_2_random_d }
				}
			}
		}
	}
}

# Receive Rainstick Artifact.
character_event = {
	id = HF.25048
	desc = EVTDESCHF25048
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = { sound_effect = create_fetish_01 }
			33 = { sound_effect = create_fetish_02 }
			33 = { sound_effect = create_fetish_03 }
		}
	}

	option = {
		name = EVTOPTAHF25048
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25048 }

		hidden_effect = {
			clr_character_flag = flag_ordered_fetish_creation
			add_artifact = scepter_african_3

			new_artifact = {
				random_list = { # Randomize names to avoid too much repetition.
					25 = { set_name = scepter_african_3_random_a }
					25 = { set_name = scepter_african_3_random_b }
					25 = { set_name = scepter_african_3_random_c }
					25 = { set_name = scepter_african_3_random_d }
				}
			}
		}
	}
}

# Receive Top Tier Inspiring Mask
character_event = {
	id = HF.25049
	desc = EVTDESCHF25049
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = { sound_effect = create_fetish_01 }
			33 = { sound_effect = create_fetish_02 }
			33 = { sound_effect = create_fetish_03 }
		}
	}

	option = {
		name = EVTOPTAHF25049
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25049 }

		hidden_effect = {
			clr_character_flag = flag_ordered_fetish_creation
			add_artifact = crown_african_mask_1

			new_artifact = {
				random_list = { # Randomize names to avoid too much repetition.
					25 = { set_name = crown_african_mask_1_random_a }
					25 = { set_name = crown_african_mask_1_random_b }
					25 = { set_name = crown_african_mask_1_random_c }
					25 = { set_name = crown_african_mask_1_random_d }
				}
			}
		}
	}
}

# Receive Top Tier Terrifying Mask
character_event = {
	id = HF.25050
	desc = EVTDESCHF25050
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = { sound_effect = create_fetish_01 }
			33 = { sound_effect = create_fetish_02 }
			33 = { sound_effect = create_fetish_03 }
		}
	}

	option = {
		name = EVTOPTAHF25050
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25050 }

		hidden_effect = {
			clr_character_flag = flag_ordered_fetish_creation
			add_artifact = crown_african_mask_2

			new_artifact = {
				random_list = { # Randomize names to avoid too much repetition.
					25 = { set_name = crown_african_mask_2_random_a }
					25 = { set_name = crown_african_mask_2_random_b }
					25 = { set_name = crown_african_mask_2_random_c }
					25 = { set_name = crown_african_mask_2_random_d }
				}
			}
		}
	}
}

# Receive Mid Tier Unyielding Mask
character_event = {
	id = HF.25051
	desc = EVTDESCHF25051
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = { sound_effect = create_fetish_01 }
			33 = { sound_effect = create_fetish_02 }
			33 = { sound_effect = create_fetish_03 }
		}
	}

	option = {
		name = EVTOPTAHF25051
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25051 }

		hidden_effect = {
			clr_character_flag = flag_ordered_fetish_creation
			add_artifact = crown_african_mask_3

			new_artifact = {
				random_list = { # Randomize names to avoid too much repetition.
					25 = { set_name = crown_african_mask_3_random_a }
					25 = { set_name = crown_african_mask_3_random_b }
					25 = { set_name = crown_african_mask_3_random_c }
					25 = { set_name = crown_african_mask_3_random_d }
				}
			}
		}
	}
}

# Receive Mid Tier Ruthless Mask
character_event = {
	id = HF.25052
	desc = EVTDESCHF25052
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = { sound_effect = create_fetish_01 }
			33 = { sound_effect = create_fetish_02 }
			33 = { sound_effect = create_fetish_03 }
		}
	}

	option = {
		name = EVTOPTAHF25052
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25052 }

		hidden_effect = {
			clr_character_flag = flag_ordered_fetish_creation
			add_artifact = crown_african_mask_4

			new_artifact = {
				random_list = { # Randomize names to avoid too much repetition.
					25 = { set_name = crown_african_mask_4_random_a }
					25 = { set_name = crown_african_mask_4_random_b }
					25 = { set_name = crown_african_mask_4_random_c }
					25 = { set_name = crown_african_mask_4_random_d }
				}
			}
		}
	}
}

# Receive Mid Tier Trickster Mask
character_event = {
	id = HF.25053
	desc = EVTDESCHF25053
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = { sound_effect = create_fetish_01 }
			33 = { sound_effect = create_fetish_02 }
			33 = { sound_effect = create_fetish_03 }
		}
	}

	option = {
		name = EVTOPTAHF25053
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25053 }

		hidden_effect = {
			clr_character_flag = flag_ordered_fetish_creation
			add_artifact = crown_african_mask_5

			new_artifact = {
				random_list = { # Randomize names to avoid too much repetition.
					25 = { set_name = crown_african_mask_5_random_a }
					25 = { trigger = { ROOT = { is_lowborn = no } } set_name = crown_african_mask_5_random_b }
					25 = { set_name = crown_african_mask_5_random_c }
					25 = { set_name = crown_african_mask_5_random_d }
				}
			}
		}
	}
}

# Receive Low Tier Angry Mask
character_event = {
	id = HF.25054
	desc = EVTDESCHF25054
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = { sound_effect = create_fetish_01 }
			33 = { sound_effect = create_fetish_02 }
			33 = { sound_effect = create_fetish_03 }
		}
	}

	option = {
		name = EVTOPTAHF25054
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25054 }

		hidden_effect = {
			clr_character_flag = flag_ordered_fetish_creation
			add_artifact = crown_african_mask_6

			new_artifact = {
				random_list = { # Randomize names to avoid too much repetition.
					25 = { set_name = crown_african_mask_6_random_a }
					25 = { set_name = crown_african_mask_6_random_b }
					25 = { trigger = { ROOT = { is_lowborn = no } } set_name = crown_african_mask_6_random_c }
					25 = { set_name = crown_african_mask_6_random_d }
				}
			}
		}
	}
}

# Receive Low Tier Staunch Mask
character_event = {
	id = HF.25055
	desc = EVTDESCHF25055
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = { sound_effect = create_fetish_01 }
			33 = { sound_effect = create_fetish_02 }
			33 = { sound_effect = create_fetish_03 }
		}
	}

	option = {
		name = EVTOPTAHF25055
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25055 }

		hidden_effect = {
			clr_character_flag = flag_ordered_fetish_creation
			add_artifact = crown_african_mask_7

			new_artifact = {
				random_list = { # Randomize names to avoid too much repetition.
					25 = { set_name = crown_african_mask_7_random_a }
					25 = { set_name = crown_african_mask_7_random_b }
					25 = { set_name = crown_african_mask_7_random_c }
					25 = { set_name = crown_african_mask_7_random_d }
				}
			}
		}
	}
}

# Receive Low Tier Fleeting Mask
character_event = {
	id = HF.25056
	desc = EVTDESCHF25056
	picture = GFX_evt_west_african_ruler
	border = GFX_event_normal_frame_religion

	is_triggered_only = yes

	immediate = {
		random_list = {
			33 = { sound_effect = create_fetish_01 }
			33 = { sound_effect = create_fetish_02 }
			33 = { sound_effect = create_fetish_03 }
		}
	}

	option = {
		name = EVTOPTAHF25056
		custom_tooltip = { text = TOOLTIP_EVTOPTAHF25056 }

		hidden_effect = {
			clr_character_flag = flag_ordered_fetish_creation
			add_artifact = crown_african_mask_8

			new_artifact = {
				random_list = { # Randomize names to avoid too much repetition.
					25 = { set_name = crown_african_mask_8_random_a }
					25 = { set_name = crown_african_mask_8_random_b }
					25 = { set_name = crown_african_mask_8_random_c }
					25 = { set_name = crown_african_mask_8_random_d }
				}
			}
		}
	}
}


#####################################################
# Notifications for Baltic Holds Power. From warrior_lodge_romuva_baltic_holds, hf_warrior_lodge_decisions.txt
# Replaced by events in CK2Plus_building_events.txt, due to different buildings
# tb_defensive_fortifications_1
# character_event = {
# 	id = HF.25060
# 	desc = EVTDESCHF25060
# 	picture = GFX_evt_pagan
# 	border = GFX_event_normal_frame_religion
#
# 	notification = yes
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = GOOD
# 	}
# }
#
# # tb_defensive_fortifications_2
# character_event = {
# 	id = HF.25061
# 	desc = EVTDESCHF25061
# 	picture = GFX_evt_pagan
# 	border = GFX_event_normal_frame_religion
#
# 	notification = yes
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = GOOD
# 	}
# }
#
# # tb_defensive_fortifications_3
# character_event = {
# 	id = HF.25062
# 	desc = EVTDESCHF25062
# 	picture = GFX_evt_pagan
# 	border = GFX_event_normal_frame_religion
#
# 	notification = yes
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = GOOD
# 	}
# }
#
# # tb_defensive_fortifications_4
# character_event = {
# 	id = HF.25063
# 	desc = EVTDESCHF25063
# 	picture = GFX_evt_pagan
# 	border = GFX_event_normal_frame_religion
#
# 	notification = yes
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = GOOD
# 	}
# }
#
# # tb_hillfort_1
# character_event = {
# 	id = HF.25064
# 	desc = EVTDESCHF25064
# 	picture = GFX_evt_pagan
# 	border = GFX_event_normal_frame_religion
#
# 	notification = yes
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = GOOD
# 	}
# }
#
# # tb_hillfort_2
# character_event = {
# 	id = HF.25065
# 	desc = EVTDESCHF25065
# 	picture = GFX_evt_pagan
# 	border = GFX_event_normal_frame_religion
#
# 	notification = yes
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = GOOD
# 	}
# }
#
# # tb_hillfort_3
# character_event = {
# 	id = HF.25066
# 	desc = EVTDESCHF25066
# 	picture = GFX_evt_pagan
# 	border = GFX_event_normal_frame_religion
#
# 	notification = yes
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = GOOD
# 	}
# }
#
# # tb_hillfort_4
# character_event = {
# 	id = HF.25067
# 	desc = EVTDESCHF25067
# 	picture = GFX_evt_pagan
# 	border = GFX_event_normal_frame_religion
#
# 	notification = yes
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = GOOD
# 	}
# }
#
# # castle_walls
# character_event = {
# 	id = HF.25068
# 	desc = EVTDESCHF25068
# 	picture = GFX_evt_pagan
# 	border = GFX_event_normal_frame_religion
#
# 	notification = yes
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = GOOD
# 	}
# }
#
# # castle_fortifications
# character_event = {
# 	id = HF.25069
# 	desc = EVTDESCHF25069
# 	picture = GFX_evt_pagan
# 	border = GFX_event_normal_frame_religion
#
# 	notification = yes
# 	is_triggered_only = yes
#
# 	ai = no
#
# 	option = {
# 		name = GOOD
# 	}
# }


#####################################################
# on_startup event giving tattoos to Grand Masters/Veterans of the Warrior Lodges who have them.
character_event = {
	id = HF.25070

	hide_window = yes
	is_triggered_only = yes # on_startup, HF.25500 - Warrior Lodge mission tobola (AI only)

	ai = yes
	is_in_society = yes

	trigger = {
		is_save_game = no
		is_ruler = no
		society_rank >= 3

		OR = {
			society_member_of = warrior_lodge_norse
			society_member_of = warrior_lodge_baltic
			society_member_of = warrior_lodge_slavic
			society_member_of = warrior_lodge_west_african
		}

		NOR = {
			trait = african_tattoo_1
			trait = african_tattoo_2
			trait = african_tattoo_3
			trait = african_tattoo_4
			trait = african_tattoo_5
			trait = african_tattoo_6
			trait = african_tattoo_7
			trait = african_tattoo_8
			trait = african_tattoo_9
			trait = african_tattoo_10
			trait = african_tattoo_11
			trait = african_tattoo_12
			trait = norse_tattoo_1
			trait = norse_tattoo_2
			trait = norse_tattoo_3
			trait = norse_tattoo_4
			trait = norse_tattoo_5
			trait = norse_tattoo_6
			trait = slavic_tattoo_1
			trait = slavic_tattoo_2
			trait = slavic_tattoo_3
			trait = slavic_tattoo_4
			trait = slavic_tattoo_5
			trait = slavic_tattoo_6
		}
	}

	immediate = {
		if = {
			limit = { society_member_of = warrior_lodge_west_african }

			random_list = {
				25 = {
					trigger = { society_rank < 4 }
					add_trait = african_tattoo_1
				}
				25 = {
					trigger = { society_rank < 4 }
					add_trait = african_tattoo_2
				}
				25 = {
					trigger = { society_rank < 4 }
					add_trait = african_tattoo_3
				}
				25 = {
					trigger = { society_rank < 4 }
					add_trait = african_tattoo_4
				}
				25 = {
					trigger = { society_rank == 4 }
					add_trait = african_tattoo_5
				}
				25 = {
					trigger = { society_rank == 4 }
					add_trait = african_tattoo_6
				}
				25 = {
					trigger = { society_rank == 4 }
					add_trait = african_tattoo_7
				}
				25 = {
					trigger = { society_rank == 4 }
					add_trait = african_tattoo_8
				}
			}
		}
		else_if = {
			limit = { society_member_of = warrior_lodge_norse }

			random_list = {
				25 = {
					trigger = { society_rank < 4 }
					add_trait = norse_tattoo_1
				}
				25 = {
					trigger = { society_rank < 4 }
					add_trait = norse_tattoo_2
				}
				25 = {
					trigger = { society_rank < 4 }
					add_trait = norse_tattoo_3
				}
				25 = {
					trigger = { society_rank == 4 }
					add_trait = norse_tattoo_4
				}
				25 = {
					trigger = { society_rank == 4 }
					add_trait = norse_tattoo_5
				}
				25 = {
					trigger = { society_rank == 4 }
					add_trait = norse_tattoo_6
				}
			}
		}
		else = {
			random_list = {
				25 = {
					trigger = { society_rank < 4 }
					add_trait = slavic_tattoo_1
				}
				25 = {
					trigger = { society_rank < 4 }
					add_trait = slavic_tattoo_2
				}
				25 = {
					trigger = { society_rank < 4 }
					add_trait = slavic_tattoo_3
				}
				25 = {
					trigger = { society_rank == 4 }
					add_trait = slavic_tattoo_4
				}
				25 = {
					trigger = { society_rank == 4 }
					add_trait = slavic_tattoo_5
				}
				25 = {
					trigger = { society_rank == 4 }
					add_trait = slavic_tattoo_6
				}
			}
		}
	}
}

# on_startup event giving masks to Grand Masters of the Warrior Lodge.
character_event = {
	id = HF.25057

	hide_window = yes
	is_triggered_only = yes # on_startup

	trigger = {
		is_save_game = no
		society_member_of = warrior_lodge_west_african
		society_rank == 4
		religion_openly_west_african_or_reformed_trigger = yes
	}

	immediate = {
		generate_mask_effect = yes
	}
}
