# IDs JD.1000 - 1005

namespace = JD

# An ambitious Muslim character begins to plan an adventure for a Kingdom in India
character_event = {
	id = JD.1000

	hide_window = yes # Only fires for unplayable landless characters
	is_triggered_only = yes # on_five_year_pulse

	min_age = 16
	max_age = 50
	only_capable = yes
	prisoner = no
	religion_group = muslim

	trigger = {
		religion_group = liege
		is_ruler = no
		is_ill = no
		is_ascetic_trigger = no # CleanSlate: Not using has_inheritance_blocker presumably so disinherited characters can still become adventurers
		trait = ambitious
		prestige >= 250
		religion_authority >= 0.4

		OR = {
			diplomacy >= 10
			martial >= 10
		}

		NOR = {
			has_game_rule = {
				name = adventurers
				value = none
			}

			has_alternate_start_parameter = {
				key = religion_names
				value = random
			}

			trait = craven
			trait = inbred
			trait = imbecile
			trait = decadent
			trait = eunuch
			trait = celibate

			has_minor_title = title_court_physician
			has_character_flag = was_muslim_invader
			has_character_modifier = planning_duchy_adventure

			# Somewhat clunky way of checking that the character does not stand to inherit any titles
			any_heir_title = { always = yes }

			any_spouse = { is_ruler = yes }

			any_independent_ruler = {
				capital_scope = { region = world_india }

				# There can't already be a large realm of the same religion in India
				trigger_if = {
					limit = { religion = ROOT }
					realm_size >= 80
				}
				# There can't already be a massive realm of the same religious group in India
				trigger_else = {
					religion_group = ROOT
					realm_size >= 250
				}
			}
		}

		trigger_if = { # Pacing mechanic, we don't want too many adventurers to spawn at once
			limit = { has_global_flag = muslim_invader_spawned }

			had_global_flag = {
				flag = muslim_invader_spawned
				years >= 50
			}
		}

		trigger_if = {
			limit = { is_female = yes }

			OR = {
				has_law = status_of_women_4
				has_gender_equal_game_rule_trigger = yes
			}
		}

		location = { # only regions in the vicinity of India launch adventurers
			OR = {
				region = world_middle_east_arabia
				region = world_persia
				region = world_steppe_tarim
				region = world_india
				region = world_himalayas
			}
		}

		any_independent_ruler = { # There must be a valid target
			ai = yes
			is_landed = yes
			is_tributary = no
			realm_size >= 25

			NOR = {
				culture = ROOT
				religion_group = ROOT
				is_liege_or_above_of = ROOT
			}

			any_realm_province = {
				region = world_india
				held_under_PREV = yes
			}

			ROOT = {
				NOR = {
					obedient = PREV
					non_interference = PREV
				}
			}
		}
	}

	immediate = {
		random_list = {
			50 = {
				mult_modifier = { # Fewer random invasions of India happen when there's already a powerful muslim kingdom there
					factor = 8

					any_independent_ruler = {
						religion = ROOT
						realm_size >= 50
						capital_scope = { region = world_india }
					}
				}
				mult_modifier = {
					factor = 1.25
					NOT = { religion_authority >= 0.8 }
				}
				mult_modifier = {
					factor = 1.25
					NOT = { religion_authority >= 0.6 }
				}
				mult_modifier = {
					factor = 3.0
					trait = slothful
				}
				mult_modifier = {
					factor = 3.0
					trait = humble
				}
				mult_modifier = {
					factor = 3.0
					trait = kind
				}
				mult_modifier = {
					factor = 3.0
					is_weak_trigger = yes
				}
				mult_modifier = {
					factor = 3.0
					is_dumb_trigger = yes
				}
				mult_modifier = {
					factor = 50

					has_game_rule = {
						name = adventurers
						value = rare
					}
				}
				# Do nothing
			}
			50 = {
				mult_modifier = {
					factor = 2
					culture = afghan
				}
				mult_modifier = {
					factor = 2
					has_character_flag = flag_denied_title
				}
				mult_modifier = {
					factor = 1.25
					prestige >= 1000
				}
				mult_modifier = {
					factor = 1.25
					prestige >= 1500
				}
				mult_modifier = {
					factor = 1.25
					prestige >= 2000
				}
				mult_modifier = {
					factor = 1.25
					diplomacy >= 12
				}
				mult_modifier = {
					factor = 1.25
					diplomacy >= 16
				}
				mult_modifier = {
					factor = 1.25
					diplomacy >= 20
				}
				mult_modifier = {
					factor = 1.25
					martial >= 12
				}
				mult_modifier = {
					factor = 1.25
					martial >= 16
				}
				mult_modifier = {
					factor = 1.25
					martial >= 20
				}
				mult_modifier = {
					factor = 1.25
					trait = brave
				}
				mult_modifier = {
					factor = 1.25
					trait = proud
				}
				mult_modifier = {
					factor = 1.25
					trait = diligent
				}
				mult_modifier = {
					factor = 1.5
					is_smart_trigger = yes
				}
				mult_modifier = {
					factor = 1.5
					is_strong_trigger = yes
				}

				random_independent_ruler = {
					limit = {
						ai = yes
						is_landed = yes
						is_tributary = no
						realm_size >= 25

						NOR = {
							culture = ROOT
							religion_group = ROOT
							is_liege_or_above_of = ROOT
						}

						any_realm_province = {
							region = world_india
							held_under_PREV = yes
						}

						ROOT = {
							NOR = {
								obedient = PREV
								non_interference = PREV
							}
						}
					}

					save_event_target_as = muslim_adventure_target
				}

				opinion = {
					name = opinion_duchy_adventure_target
					who = event_target:muslim_adventure_target
					years = 3
				}

				reverse_opinion = {
					name = opinion_targeted_by_adventurer
					who = event_target:muslim_adventure_target
					years = 2
				}

				add_character_modifier = {
					name = planning_duchy_adventure
					days = 731
					hidden = yes
				}

				character_event = {
					id = JD.1002 # Fire the attack
					years = 2
				}

				# character_event = { id = JD.1001 } # Warn the target # CleanSlate: AI characters don't need notifications
				end_inaccessibility_effect = yes # removes in hiding or in_seclusion

				set_character_flag = was_muslim_invader
				set_character_flag = do_not_disturb
				set_global_flag = muslim_invader_spawned
			}
		}
	}
}

# character_event = {
#	id = JD.1001
#	desc = EVTDESC_TOG_1211
#	picture = GFX_evt_crusaders
#	border = GFX_event_normal_frame_war
#
#	is_triggered_only = yes
#
#	immediate = {
#		opinion = {
#			name = opinion_targeted_by_adventurer
#			who = FROM
#			years = 2
#		}
#	}
#
#	option = {
#		name = EVTOPTA_TOG_1211
#	}
# }

# An ambitious character with no inheritance starts an adventure for a foreign title
# (Temporary title created and a war declared)
character_event = {
	id = JD.1002

	hide_window = yes # Only fires for unplayable landless characters
	is_triggered_only = yes

	immediate = {
		clr_character_flag = do_not_disturb

		if = {
			limit = {
				prisoner = no
				is_incapable = no
				is_ruler = no

				NOR = {
					any_spouse = { is_ruler = yes }
					any_heir_title = { always = yes }
					obedient = event_target:muslim_adventure_target
					non_interference = event_target:muslim_adventure_target
				}

				reverse_has_opinion_modifier = {
					name = opinion_duchy_adventure_target
					who = event_target:muslim_adventure_target
				}

				event_target:muslim_adventure_target = {
					ai = yes
					is_landed = yes
					is_tributary = no

					NOR = {
						culture = ROOT
						religion_group = ROOT
						is_liege_or_above_of = ROOT
					}

					any_realm_province = {
						region = world_india
						held_under_PREV = yes
					}
				}
			}

			wealth = 500

			liege = {
				character_event = {
					id = JD.1003
					days = 1
				}

				capital_scope = {
					save_event_target_as = liege_capital
				}
			}

			event_target:muslim_adventure_target = {
				random_realm_province = {
					limit = {
						region = world_india
						held_under_PREV = yes
					}

					kingdom = { save_event_target_as = target_kingdom }
				}
			}

			set_defacto_liege = ROOT

			create_title = {
				tier = DUKE
				landless = yes
				temporary = yes
				adventurer = yes
				culture = ROOT
				name = CLAIMANT_ADVENTURE
				holder = ROOT
			}

			set_character_flag = duchy_adventurer

			spawn_unit = {
				province = event_target:liege_capital
				home = event_target:liege_capital
				owner = ROOT
				match_character = event_target:muslim_adventure_target
				match_mult = 0.50
				match_min = 1000
				match_max = 10000
				reinforces = yes
				reinforce_rate_multiplier = 0.25
				merge = yes
				attrition = 0.25
			}

			while = {
				count = 2

				spawn_unit = {
					province = event_target:liege_capital
					home = event_target:liege_capital
					owner = ROOT
					match_character = event_target:muslim_adventure_target
					match_mult = 0.50
					match_min = 1000
					match_max = 10000
					reinforces = yes
					reinforce_rate_multiplier = 0.25
					merge = yes
					attrition = 0.25
					cannot_inherit = yes
				}
			}

			war = {
				target = event_target:muslim_adventure_target
				casus_belli = kingdom_adventure
				thirdparty_title = event_target:target_kingdom
			}

			remove_opinion = {
				name = opinion_duchy_adventure_target
				who = event_target:muslim_adventure_target
			}

			# Create some decent commander characters
			spawn_good_commander_effect = yes
			spawn_good_commander_effect = yes
			spawn_good_commander_effect = yes
		}
	}
}

character_event = {
	id = JD.1003
	desc = EVTDESC_TOG_1213
	picture = GFX_evt_crusaders
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	trigger = {
		FROM = { is_ruler = yes } # The DoW worked and the adventurer has a temporary title
	}

	immediate = {
		FROM = { add_trait = adventurer }

		any_liege = {
			character_event = {
				id = JD.1004
			}
		}
	}

	option = {
		name = EVTOPTA_TOG_1203
	}
}

character_event = {
	id = JD.1004
	desc = EVTDESC_TOG_1214
	picture = GFX_evt_crusaders
	border = GFX_event_normal_frame_war

	show_from_from = yes
	is_triggered_only = yes

	ai = no

	option = {
		name = EVTOPTA_TOG_1203
	}
}