# v1.10: Old Gods Events: 62300 - 62999

# Written by Henrik Fhraeus

# Called from on_action: on_prepared_invasion_aborts
# The target character is in FROM
character_event = {
	id = 62300
	desc = EVTDESC62300
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_prepared_invasion_aborts

	immediate = {
		remove_character_modifier = launched_prepared_invasion

		remove_opinion = {
			name = preparing_to_invade
			who = FROM
		}

		FROM = {
			remove_opinion = {
				name = preparing_to_invade_me
				who = ROOT
			}
		}

		disband_event_forces = prepared_invasion
	}

	option = {
		name = {
			text = EVTOPTA62300
			trigger = { religion_openly_norse_or_reformed_trigger = yes }
		}
		name = {
			text = EVTOPTB62300
			trigger = { religion_openly_norse_or_reformed_trigger = no }
		}
	}
}

# Called from on_action: on_prepared_invasion_expires
# The target character is in FROM
character_event = {
	id = 62310
	desc = EVTDESC62310
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_prepared_invasion_expires

	immediate = {
		remove_opinion = {
			name = preparing_to_invade
			who = FROM
		}

		FROM = {
			remove_opinion = {
				name = preparing_to_invade_me
				who = ROOT
			}
		}

		if = {
			limit = {
				NOT = {
					any_war = {
						any_attacker = { character = FROM }
					}
				}
			}

			disband_event_forces = prepared_invasion
		}
	}

	option = {
		name = {
			text = EVTOPTA62310
			trigger = { religion_openly_norse_or_reformed_trigger = yes }
		}
		name = {
			text = EVTOPTB62310
			trigger = { religion_openly_norse_or_reformed_trigger = no }
		}

		if = {
			limit = {
				NOT = {
					any_war = {
						any_attacker = { character = FROM }
					}
				}
			}

			prestige = -200
			piety = -50

			any_realm_lord = {
				show_scope_change = no

				limit = { religion = ROOT }

				opinion = {
					name = opinion_failed_invasion
					who = ROOT
				}
			}
		}
	}
}

# Troops flock to your banner
# Called from on_action: on_prepared_invasion_monthly
# The target character is in FROM
character_event = {
	id = 62320
	picture = GFX_evt_vikings_arriving_oldgods
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC62320
		trigger = {
			OR = {
				religion_openly_norse_or_reformed_trigger = yes
				has_religion_feature = religion_adventuring
			}

			any_realm_province = {
				region = world_europe_north
				held_under_PREV = yes
			}

			NOT = {
				has_alternate_start_parameter = {
					key = religion_names
					value = random
				}
			}
		}
	}
	desc = {
		text = EVTDESC62320_alt
		trigger = {
			OR = {
				has_alternate_start_parameter = {
					key = religion_names
					value = random
				}

				trigger_if = {
					limit = {
						any_realm_province = {
							region = world_europe_north
							held_under_PREV = yes
						}
					}

					religion_openly_norse_or_reformed_trigger = no
					NOT = { has_religion_feature = religion_adventuring }
				}
			}
		}
	}

	is_triggered_only = yes # on_prepared_invasion_monthly, random_events

	trigger = {
		relative_power = {
			who = FROM
			power < 2.0
		}
	}

	# On_action, so BIG is MORE OFTEN!
	weight_multiplier = {
		factor = 1

		mult_modifier = {
			factor = 1.25
			martial >= 15
		}

		mult_modifier = {
			factor = 1.25
			martial >= 20
		}

		mult_modifier = {
			factor = 1.25
			diplomacy >= 15
		}

		mult_modifier = {
			factor = 1.25
			diplomacy >= 20
		}

		mult_modifier = {
			factor = 1.25
			prestige >= 1000
		}

		mult_modifier = {
			factor = 1.1
			prestige >= 2000
		}

		mult_modifier = {
			factor = 0.75
			martial < 10
		}

		mult_modifier = {
			factor = 0.5
			martial < 7
		}

		mult_modifier = {
			factor = 0.75
			diplomacy < 10
		}

		mult_modifier = {
			factor = 0.5
			diplomacy < 7
		}

		mult_modifier = {
			factor = 0.5
			prestige < 100
		}

		mult_modifier = {
			factor = 0.75
			lower_real_tier_than = DUKE
		}

		mult_modifier = {
			factor = 1.50

			relative_power = {
				who = FROM
				power < 0.5
			}
		}

		mult_modifier = {
			factor = 1.50

			relative_power = {
				who = FROM
				power < 0.75
			}
		}

		mult_modifier = {
			factor = 0.5

			relative_power = {
				who = FROM
				power >= 1.00
			}
		}

		mult_modifier = {
			factor = 0.5

			relative_power = {
				who = FROM
				power >= 1.25
			}
		}

		mult_modifier = {
			factor = 0.5

			relative_power = {
				who = FROM
				power >= 1.5
			}
		}

		mult_modifier = {
			factor = 0.25

			relative_power = {
				who = FROM
				power >= 1.75
			}
		}
	}

	option = {
		name = EVTOPTA62320

		spawn_unit = {
			province = capital_scope
			owner = ROOT
			match_character = ROOT
			match_mult = 0.3
			earmark = prepared_invasion
			attrition = 0.25
		}

		spawn_fleet = {
			province = closest_to_capital
			owner = ROOT
			match_character = ROOT
			match_mult = 0.15
			match_min = 7
			earmark = prepared_invasion
		}
	}
}

# A hero and his retinue appear in your court
# Called from on_action: on_prepared_invasion_monthly
# The target character is in FROM
character_event = {
	id = 62321
	picture = GFX_evt_vikings_arriving_oldgods
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC62321
		trigger = {
			OR = {
				religion_openly_norse_or_reformed_trigger = yes
				has_religion_feature = religion_adventuring
			}

			any_realm_province = {
				region = world_europe_north
				held_under_PREV = yes
			}

			NOT = {
				has_alternate_start_parameter = {
					key = religion_names
					value = random
				}
			}
		}
	}
	desc = {
		text = EVTDESC62321_alt
		trigger = {
			OR = {
				has_alternate_start_parameter = {
					key = religion_names
					value = random
				}

				trigger_if = {
					limit = {
						any_realm_province = {
							region = world_europe_north
							held_under_PREV = yes
						}
					}

					religion_openly_norse_or_reformed_trigger = no
					NOT = { has_religion_feature = religion_adventuring }
				}
			}
		}
	}

	is_triggered_only = yes # on_prepared_invasion_monthly, random_events
	hide_from = yes

	trigger = {
		relative_power = {
			who = FROM
			power < 2.0
		}
	}

	# On_action, so BIG is MORE OFTEN
	weight_multiplier = {
		factor = 1

		mult_modifier = {
			factor = 1.25
			martial >= 15
		}

		mult_modifier = {
			factor = 1.25
			martial >= 20
		}

		mult_modifier = {
			factor = 1.25
			diplomacy >= 15
		}

		mult_modifier = {
			factor = 1.25
			diplomacy >= 20
		}

		mult_modifier = {
			factor = 1.25
			prestige >= 1000
		}

		mult_modifier = {
			factor = 1.25
			prestige >= 2000
		}

		mult_modifier = {
			factor = 1.1
			prestige >= 3000
		}

		mult_modifier = {
			factor = 1.1
			prestige >= 4000
		}

		mult_modifier = {
			factor = 1.1
			prestige >= 5000
		}

		mult_modifier = {
			factor = 0.75
			martial < 10
		}

		mult_modifier = {
			factor = 0.5
			martial < 7
		}

		mult_modifier = {
			factor = 0.75
			diplomacy < 10
		}

		mult_modifier = {
			factor = 0.5
			diplomacy < 7
		}

		mult_modifier = {
			factor = 0.5
			prestige < 100
		}

		mult_modifier = {
			factor = 0.75
			lower_real_tier_than = DUKE
		}

		mult_modifier = {
			factor = 1.50

			relative_power = {
				who = FROM
				power < 0.5
			}
		}

		mult_modifier = {
			factor = 1.50

			relative_power = {
				who = FROM
				power < 0.75
			}
		}

		mult_modifier = {
			factor = 0.5

			relative_power = {
				who = FROM
				power >= 1.00
			}
		}

		mult_modifier = {
			factor = 0.5

			relative_power = {
				who = FROM
				power >= 1.25
			}
		}

		mult_modifier = {
			factor = 0.5

			relative_power = {
				who = FROM
				power >= 1.5
			}
		}

		mult_modifier = {
			factor = 0.25

			relative_power = {
				who = FROM
				power >= 1.75
			}
		}
	}

	option = {
		name = EVTOPTA62321

		create_character = {
			random_traits = yes
			dynasty = none
			religion = ROOT
			culture = ROOT
			female = no
			age = 30

			attributes = {
				martial = 8
			}

			add_trait = brave
			add_trait = zealous
			add_trait = brilliant_strategist
			add_trait = holy_warrior
		}

		spawn_unit = {
			province = capital_scope
			owner = ROOT
			match_character = ROOT
			match_mult = 0.3
#			earmark = prepared_invasion
			attrition = 0.25
		}

		spawn_fleet = {
			province = closest_to_capital
			owner = ROOT
			match_character = ROOT
			match_mult = 0.15
			match_min = 10
			earmark = prepared_invasion
		}
	}
}

# A smaller force arrives for the invasion
# Called from on_action: on_prepared_invasion_monthly
# The target character is in FROM
character_event = {
	id = 62322
	picture = GFX_evt_vikings_arriving_oldgods
	border = GFX_event_normal_frame_war

	desc = {
		text = EVTDESC62320
		trigger = {
			OR = {
				religion_openly_norse_or_reformed_trigger = yes
				has_religion_feature = religion_adventuring
			}

			any_realm_province = {
				region = world_europe_north
				held_under_PREV = yes
			}

			NOT = {
				has_alternate_start_parameter = {
					key = religion_names
					value = random
				}
			}
		}
	}
	desc = {
		text = EVTDESC62320_alt
		trigger = {
			OR = {
				has_alternate_start_parameter = {
					key = religion_names
					value = random
				}

				trigger_if = {
					limit = {
						any_realm_province = {
							region = world_europe_north
							held_under_PREV = yes
						}
					}

					religion_openly_norse_or_reformed_trigger = no
					NOT = { has_religion_feature = religion_adventuring }
				}
			}
		}
	}

	is_triggered_only = yes # on_prepared_invasion_monthly, random_events

	trigger = {
		relative_power = {
			who = FROM
			power < 3.0
		}
	}

	# On_action, so BIG is MORE OFTEN
	weight_multiplier = {
		factor = 1

		mult_modifier = {
			factor = 1.25
			martial >= 15
		}

		mult_modifier = {
			factor = 1.25
			martial >= 20
		}

		mult_modifier = {
			factor = 1.25
			diplomacy >= 15
		}

		mult_modifier = {
			factor = 1.25
			diplomacy >= 20
		}

		mult_modifier = {
			factor = 1.25
			prestige >= 1000
		}

		mult_modifier = {
			factor = 1.1
			prestige >= 2000
		}

		mult_modifier = {
			factor = 0.75
			martial < 10
		}

		mult_modifier = {
			factor = 0.5
			martial < 7
		}

		mult_modifier = {
			factor = 0.75
			diplomacy < 10
		}

		mult_modifier = {
			factor = 0.5
			diplomacy < 7
		}

		mult_modifier = {
			factor = 0.5
			prestige < 100
		}

		mult_modifier = {
			factor = 0.75
			lower_real_tier_than = DUKE
		}

		mult_modifier = {
			factor = 1.50

			relative_power = {
				who = FROM
				power < 0.5
			}
		}

		mult_modifier = {
			factor = 1.50

			relative_power = {
				who = FROM
				power < 0.75
			}
		}

		mult_modifier = {
			factor = 0.75

			relative_power = {
				who = FROM
				power >= 1.00
			}
		}

		mult_modifier = {
			factor = 0.5

			relative_power = {
				who = FROM
				power >= 1.25
			}
		}

		mult_modifier = {
			factor = 0.5

			relative_power = {
				who = FROM
				power >= 1.5
			}
		}

		mult_modifier = {
			factor = 0.25

			relative_power = {
				who = FROM
				power >= 1.75
			}
		}

		mult_modifier = {
			factor = 0.25

			relative_power = {
				who = FROM
				power >= 2.00
			}
		}

		mult_modifier = {
			factor = 0.25

			relative_power = {
				who = FROM
				power >= 2.50
			}
		}
	}

	option = {
		name = EVTOPTA62320

		spawn_unit = {
			province = capital_scope
			owner = ROOT
			match_character = ROOT
			match_mult = 0.15
			earmark = prepared_invasion
			attrition = 0.25
		}

		spawn_fleet = {
			province = closest_to_capital
			owner = ROOT
			match_character = ROOT
			match_mult = 0.075
			match_min = 5
			earmark = prepared_invasion
		}
	}
}

# Notification from decision 'convert_to_attacker_religion'
letter_event = {
	id = 62800
	desc = EVTDESC62800
	border = GFX_event_letter_frame_religion

	is_triggered_only = yes # convert_to_attacker_religion, conversion_decisions.txt

	option = {
		name = EVTOPTA62800

		if = {
			limit = {
				FROM = { real_tier = COUNT }
			}
			piety = 50
		}
		else_if = {
			limit = {
				FROM = { real_tier = DUKE }
			}
			piety = 100
		}
		else_if = {
			limit = {
				FROM = { real_tier = KING }
			}
			piety = 300
		}
		else_if = {
			limit = {
				FROM = { real_tier = EMPEROR }
			}
			piety = 1000
		}
	}
}

# Special event for Bagsecg of Jylland to invade Mercia with "the Great Summer Army"
character_event = {
	id = 62900
	desc = EVTDESC62900
	picture = GFX_evt_viking_battle_oldgods
	border = GFX_event_normal_frame_war

	is_triggered_only = yes # on_startup

	trigger = {
		character = c_163113 # Bagsecg
		is_save_game = no
		prestige >= 0
		NOT = {	has_character_flag = bagsecgs_invasion }
		realm_size < 40

		OR = {
			d_mercia = {
				holder_scope = {
					ai = yes
					culture = anglo-saxon

					any_realm_province = {
						held_under_PREV = yes

						kingdom = {
							is_valid_viking_invasion_target = PREVPREV
						}
					}
				}
			}

			d_wessex = {
				holder_scope = {
					ai = yes
					culture = anglo-saxon

					any_realm_province = {
						held_under_PREV = yes

						kingdom = {
							is_valid_viking_invasion_target = PREVPREV
						}
					}
				}
			}
		}
	}

	immediate = {
		set_character_flag = bagsecgs_invasion
	}

	option = {
		name = EVTOPTA62900 # Invade Mercia

		trigger = {
			d_mercia = {
				holder_scope = {
					ai = yes
					culture = anglo-saxon

					any_realm_province = {
						held_under_PREV = yes

						kingdom = {
							is_valid_viking_invasion_target = PREVPREV
						}
					}
				}
			}
		}

		custom_tooltip = {
			text = EVTOPTA62900_TT

			# Prepare the invasion (these opinions control the mechanic)
			d_mercia = {
				holder_scope = {
					reverse_opinion = {
						name = preparing_to_invade
						who = ROOT
					}

					opinion = {
						name = preparing_to_invade_me
						who = ROOT
					}

					letter_event = { id = 62901 }
				}
			}

			add_character_modifier = {
				name = launched_prepared_invasion
				duration = -1
				hidden = yes
			}
		}

		# Can't use 'while' here, doesn't generate tooltip
		spawn_unit = {
			province = capital_scope
			owner = ROOT
			match_character = ROOT
			match_mult = 0.75
			earmark = prepared_invasion
			attrition = 0.25
		}

		spawn_unit = {
			province = capital_scope
			owner = ROOT
			match_character = ROOT
			match_mult = 0.75
			earmark = prepared_invasion
			attrition = 0.25
		}

		spawn_fleet = {
			province = closest_to_capital
			owner = ROOT
			earmark = prepared_invasion

			troops = {
				galleys = { 20 20 }
			}
		}

		ai_chance = { factor = 70 }
	}

	option = {
		name = EVTOPTB62900 # Invade Wessex

		trigger = {
			d_wessex = {
				holder_scope = {
					ai = yes
					culture = anglo-saxon

					any_realm_province = {
						held_under_PREV = yes

						kingdom = {
							is_valid_viking_invasion_target = PREVPREV
						}
					}
				}
			}
		}

		custom_tooltip = {
			text = EVTOPTB62900_TT

			# Prepare the invasion
			d_wessex = {
				holder_scope = {
					reverse_opinion = {
						name = preparing_to_invade
						who = ROOT
					}

					opinion = {
						name = preparing_to_invade_me
						who = ROOT
					}

					letter_event = { id = 62901 }
				}
			}

			add_character_modifier = {
				name = launched_prepared_invasion
				duration = -1
				hidden = yes
			}
		}

		# Can't use 'while' here, doesn't generate tooltip
		spawn_unit = {
			province = capital_scope
			owner = ROOT
			match_character = ROOT
			match_mult = 0.5
			earmark = prepared_invasion
			attrition = 0.25
		}

		spawn_unit = {
			province = capital_scope
			owner = ROOT
			match_character = ROOT
			match_mult = 0.5
			earmark = prepared_invasion
			attrition = 0.25
		}

		spawn_fleet = {
			province = closest_to_capital
			owner = ROOT
			earmark = prepared_invasion

			troops = {
				galleys = { 10 10 }
			}
		}

		ai_chance = { factor = 20 }
	}

	option = {
		name = EVTOPTC62900 # Invade Scotland

		trigger = {
			k_scotland = {
				holder_scope = {
					ai = yes

					any_realm_province = {
						held_under_PREV = yes

						kingdom = {
							is_valid_viking_invasion_target = PREVPREV
						}
					}
				}
			}
		}

		custom_tooltip = {
			text = EVTOPTC62900_TT

			# Prepare the invasion
			k_scotland = {
				holder_scope = {
					reverse_opinion = {
						name = preparing_to_invade
						who = ROOT
					}

					opinion = {
						name = preparing_to_invade_me
						who = ROOT
					}

					letter_event = { id = 62901 }
				}
			}

			add_character_modifier = {
				name = launched_prepared_invasion
				duration = -1
				hidden = yes
			}
		}

		# Can't use 'while' here, doesn't generate tooltip
		spawn_unit = {
			province = capital_scope
			owner = ROOT
			match_character = ROOT
			match_mult = 0.5
			earmark = prepared_invasion
			attrition = 0.25
		}

		spawn_unit = {
			province = capital_scope
			owner = ROOT
			match_character = ROOT
			match_mult = 0.5
			earmark = prepared_invasion
			attrition = 0.25
		}

		spawn_fleet = {
			province = closest_to_capital
			owner = ROOT
			earmark = prepared_invasion

			troops = {
				galleys = { 10 10 }
			}
		}

		ai_chance = { factor = 10 }
	}

	option = {
		name = EVTOPTD62900

		prestige = -100

		ai_chance = { factor = 0 }
	}
}

letter_event = {
	id = 62901
	desc = EVTDESC62901
	border = GFX_event_letter_frame_war

	is_triggered_only = yes

	ai = no

	option = {
		name = EVTOPTA62901
	}
}

# Special event for the Magyars to form Hungary
# Triggered by Decision: create_hungary
narrative_event = {
	id = 62910
	title = EVTNAME62910
	desc = EVTDESC62910
	picture = GFX_evt_council
	border = GFX_event_narrative_frame_diplomacy

	is_triggered_only = yes # create_hungary, realm_decisions.txt

	immediate = {
		k_hungary = {
			set_title_flag = non_manual_law_change # No prestige loss
			grant_title = ROOT
			copy_title_laws = k_magyar
			copy_title_history = k_magyar
			set_name = ""
			adjective = ""
			clr_title_flag = non_manual_law_change # No prestige loss
		}

		k_carpathia = {
			any_claimant = {
				if = {
					limit = { has_strong_pressed_claim = k_carpathia }
					add_pressed_claim = k_hungary
				}
				else_if = {
					limit = { has_strong_claim = k_carpathia }
					add_claim = k_hungary
				}
				else_if = {
					limit = { has_weak_pressed_claim = k_carpathia }
					add_weak_pressed_claim = k_hungary
				}
				else = {
					add_weak_claim = k_hungary
				}

				remove_claim = k_carpathia
			}
		}

		k_magyar = {
			any_claimant = {
				if = {
					limit = { has_strong_pressed_claim = k_magyar }
					add_pressed_claim = k_hungary
				}
				else_if = {
					limit = { has_strong_claim = k_magyar }
					add_claim = k_hungary
				}
				else_if = {
					limit = { has_weak_pressed_claim = k_magyar }
					add_weak_pressed_claim = k_hungary
				}
				else = {
					add_weak_claim = k_hungary
				}

				remove_claim = k_magyar
			}

			any_direct_de_jure_vassal_title = {
				de_jure_liege = k_hungary
			}

			destroy_landed_title = THIS
		}

		activate_title = {
			title = k_magyar
			status = no
		}

		if = {
			limit = {
				NOT = { has_landed_title = c_pest }
			}

			usurp_title = c_pest
			capital = c_pest

			k_hungary = {
				if = {
					limit = {
						NOR = {
							has_dlc = "Conclave"
							has_law = crown_authority_0
							has_law = crown_authority_1
							has_law = crown_authority_2
							has_law = crown_authority_3
							has_law = crown_authority_4
						}
					}

					set_title_flag = non_manual_law_change # No prestige loss
					add_law = crown_authority_0
					clr_title_flag = non_manual_law_change # No prestige loss
				}
			}
		}

		any_player = {
			limit = {
				NOT = { character = ROOT }
			}

			narrative_event = { id = 62911 }
		}

		any_realm_province = {
			limit = {
				de_jure_liege_or_above = k_hungary
				held_under_PREV = yes
			}

			culture = hungarian
			religion = ROOT
		}

		# The Hungarian culture in the Ukraine is lost
		while = {
			limit = {
				any_realm_province = {
					# TODO: Replace with regions?
					kingdom = {
						OR = {
							title = k_taurica
							title = k_ruthenia
							title = k_khazaria
							title = k_alania
						}
					}

					culture = hungarian
					held_under_PREV = yes
				}
			}

			random_realm_province = {
				limit = {
					kingdom = {
						OR = {
							title = k_taurica
							title = k_ruthenia
							title = k_khazaria
							title = k_alania
						}
					}

					culture = hungarian
					held_under_PREV = yes

					any_neighbor_province = {
						NOT = { culture = hungarian }
					}
				}

				random_neighbor_province = {
					limit = {
						NOT = { culture = hungarian }
						# TODO: Find a way to select closest province?
					}

					reverse_culture = PREV
					reverse_religion = PREV
				}
			}
		}

		# Lose control of the Ukraininan lands
		any_realm_province = {
			limit = {
				OR = {
					de_jure_liege_or_above = k_taurica
					de_jure_liege_or_above = k_ruthenia
					de_jure_liege_or_above = k_khazaria
					de_jure_liege_or_above = k_alania
					de_jure_liege_or_above = d_moldavia
				}

				owner = {
					# Human vassals get to keep their stuff
					trigger_if = {
						limit = { ai = no }
						character = ROOT
					}
				}

				held_under_PREV = yes
			}

			duchy = {
				if = {
					limit = {
						holder_scope = {
							trigger_if = {
								limit = { ai = no }
								character = ROOT
							}
						}
					}

					destroy_landed_title = THIS
				}
			}

			county = {
				create_character = {
					random_traits = yes
					dynasty = none
					religion = PREV
					culture = PREV
					female = no
					age = 25
					add_trait = peasant_leader
				}

				new_character = {
					usurp_title_plus_barony_if_unlanded = PREV
					set_defacto_liege = THIS
				}
			}
		}

		any_claim = {
			remove_claim = ROOT
		}
	}

	option = {
		name = EVTOPTA62910
	}
}

# Informed about the Creation of Hungary
narrative_event = {
	id = 62911
	title = EVTNAME62911
	desc = EVTDESC62911
	picture = GFX_evt_council
	border = GFX_event_narrative_frame_diplomacy

	is_triggered_only = yes

	ai = no

	option = {
		name = INTERESTING
	}
}

# Plus event - TODO: Is this not some odd half-duplicate of 62910?
character_event = {
	id = 62912
	desc = EVTDESC62912
	picture = GFX_evt_mongols

	is_triggered_only = yes

	option = {
		name = EVTOPTA_62912

		# Convert old lands to new cultures/religions
		hidden_effect = {
			any_realm_province = {
				limit = { held_under_PREV = yes }
				clr_province_flag = change_to_tribal

				if = {
					limit = {
						culture = hungarian

						kingdom = {
							NOR = {
								title = k_hungary
								title = k_carpathia
							}
						}

						any_neighbor_province = {
							NOT = { culture = hungarian }
						}
					}

					random_neighbor_province = {
						limit = {
							NOT = { culture = hungarian }
						}

						reverse_culture = PREV
						reverse_religion = PREV
					}
				}
			}
		}

		# Lands outside of de jure hungary break away
		any_realm_province = {
			limit = {
				kingdom = {
					NOR = {
						title = k_hungary
						title = k_carpathia
					}
				}

				owner = {
					# Human vassals get to keep their stuff
					OR = {
						ai = yes
						character = ROOT
					}
				}

				held_under_PREV = yes
			}

			custom_tooltip = {
				text = BREAKS_AWAY

				county = {
					create_character = {
						random_traits = yes
						dynasty = RANDOM
						religion = PREV
						culture = PREV
						female = no
						age = 25
						add_trait = peasant_leader
					}

					new_character = {
						usurp_title_plus_barony_if_unlanded = {
							target = PREV
							type = invasion
						}

						set_defacto_liege = THIS
					}

					remove_claim = ROOT
				}
			}
		}

		# What remains of the old realm splits up
		hidden_effect = {
			random_independent_ruler = {
				limit = {
					any_realm_province = {
						has_province_flag = change_to_tribal
						held_under_PREV = yes
					}
				}

				any_realm_province = {
					limit = { held_under_PREV = yes }

					clr_province_flag = change_to_tribal

					if = {
						limit = { num_of_settlements < 1 }

						build_holding = { type = tribal }

						any_province_holding = {
							make_capital_holding = yes
						}
					}

					if = {
						limit = {
							kingdom = {
								OR = {
									title = k_hungary
									title = k_carpathia
								}
							}
						}

						county = {
							usurp_title_plus_barony_if_unlanded = {
								target = ROOT
								type = invasion
							}
						}
					}
				}

				any_vassal = {
					if = {
						limit = { higher_tier_than = BARON }

						character_event = {
							id = 62913
							days = 1
						}
					}
				}

				character_event = { id = 62913 }
			}

			# Refill levies
			any_demesne_title = {
				limit = { real_tier = BARON }
				refill_holding_levy = yes
			}
		}
	}
}

character_event = {
	id = 62913
	desc = EVTDESC62913
	picture = GFX_evt_mongols

	is_triggered_only = yes

	option = {
		name = EVTOPTA_62913

		if = {
			limit = { independent = no }

			set_defacto_liege = ROOT
			pf_liege_change_effect = yes
		}

		if = {
			limit = { is_nomadic = yes }

			capital_holding = {
				show_scope_change = no

				convert_to = tribal
			}

			set_government_type = tribal_government

			if = {
				limit = { higher_real_tier_than = COUNT }

				primary_title = {
					set_title_flag = non_manual_law_change # No prestige loss
					add_law = tribal_organization_0
					clr_title_flag = non_manual_law_change # No prestige loss
				}
			}
		}
	}
}

# Special event for Asturias to create Len
# Triggered by Decision: create_leon
character_event = {
	id = 62920
	title = EVTNAME62920
	desc = EVTDESC62920
	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes # create_leon, HFP_realm_decisions.txt

	ai = no

	option = {
		name = EVTOPTA62920
	}
}

# Informed about the Creation of Leon
character_event = {
	id = 62921
	title = EVTNAME62920
	desc = EVTDESC62921
	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes # create_leon, HFP_realm_decisions.txt

	ai = no

	option = {
		name = EVTOPTA62921
	}
}

character_event = {
	id = 62922
	title = EVTNAME62922
	desc = EVTDESC62922

	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes # create_castille, HFP_realm_decisions.txt

	ai = no

	option = {
		name = EVTOPTA62922
	}
}

# Informed about the Creation of Castille
character_event = {
	id = 62923
	title = EVTNAME62923
	desc = EVTDESC62923
	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes # create_castille, HFP_realm_decisions.txt

	ai = no

	option = {
		name = EVTOPTA62923
	}
}

character_event = {
	id = 62924
	title = EVTNAME62924
	desc = EVTDESC62924
	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes # create_portugal, HFP_realm_decisions.txt

	ai = no

	option = {
		name = EVTOPTA62922
	}
}

# Informed about the Creation of Portugal
character_event = {
	id = 62925
	title = EVTNAME62925
	desc = EVTDESC62925
	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes # create_portugal, HFP_realm_decisions.txt

	ai = no

	option = {
		name = EVTOPTA62923
	}
}

character_event = {
	id = 62926
	title = EVTNAME62926
	desc = EVTDESC62926
	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes # create_aragon, HFP_realm_decisions.txt

	ai = no

	option = {
		name = EVTOPTA62922
	}
}

# Informed about the Creation of Aragon
character_event = {
	id = 62927
	title = EVTNAME62927
	desc = EVTDESC62927
	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes # create_aragon, HFP_realm_decisions.txt

	ai = no

	option = {
		name = EVTOPTA62923
	}
}


# Special event for West Francia to be renamed to France
character_event = {
	id = 62930
	title = EVTNAME62930
	desc = EVTDESC62930
	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes # on_create_title, on_new_holder(_usurpation/inheritance)

	trigger = {
		FROM = { title = k_france }

		NOR = {
			dynasty = 25061 # Karling
			has_global_flag = west_francia_renamed
		}
	}

	immediate = {
		set_global_flag = west_francia_renamed
	}

	option = {
		name = EVTOPTA62930

		custom_tooltip = {
			text = tooltip_west_francia_to_france

			k_france = {
				set_name = ""
				adjective = ""
			}
		}
	}
}

# Special event for East Francia to be renamed to Germany
character_event = {
	id = 62931
	title = EVTNAME62931
	desc = EVTDESC62931
	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes # on_create_title, on_new_holder(_usurpation/inheritance)

	trigger = {
		FROM = { title = k_germany }

		NOR = {
			dynasty = 25061 # Karling
			has_global_flag = east_francia_renamed
		}
	}

	immediate = {
		set_global_flag = east_francia_renamed
	}

	option = {
		name = EVTOPTA62931

		custom_tooltip = {
			text = tooltip_east_francia_to_germany

			k_germany = {
				set_name = ""
				adjective = ""
			}
		}
	}
}

# Special event for Middle Francia to be renamed to Austrasia - Since Lothair doesn't exist to name it Lotharingia
character_event = {
	id = 62932
	title = EVTNAME62932
	desc = EVTDESC62932
	picture = GFX_evt_council
	border = GFX_event_normal_frame_diplomacy

	is_triggered_only = yes # on_create_title, on_new_holder(_usurpation/inheritance)

	trigger = {
		FROM = { title = k_lotharingia }

		NOR = {
			dynasty = 25061 # Karling
			has_global_flag = middle_francia_renamed
		}
	}

	immediate = {
		set_global_flag = middle_francia_renamed
	}

	option = {
		name = EVTOPTA62931

		k_lotharingia = {
			show_scope_change = no

			set_name = AUSTRASIA
			adjective = AUSTRASIA_ADJ
		}
	}
}

# Special event for renaming Ruthenia should they be ruled by Russians in Kiev
character_event = {
	id = 62933

	is_triggered_only = yes # on_create_title, on_new_holder(_usurpation/inheritance)
	hide_window = yes

	trigger = {
		FROM = {
			title = k_ruthenia
		}

		culture = russian

		capital_scope = {
			county = {
				title = c_kiev
			}
		}
	}

	immediate = {
		k_ruthenia = {
			set_name = KIEVAN_RUS
			adjective = KIEVAN_RUS_ADJ
		}
	}
}

character_event = {
	id = 62934

	is_triggered_only = yes # on_create_title, on_new_holder(_usurpation/inheritance)
	hide_window = yes

	trigger = {
		FROM = {
			title = k_ruthenia
		}

		trigger_if = {
			limit = {
				culture = russian
				culture_group = north_germanic
			}

			capital_scope = {
				county = {
					NOT = { title = c_kiev }
				}
			}
		}
	}

	immediate = {
		k_ruthenia = {
			set_name = ""
			adjective = ""
		}
	}
}

# The sons of Lodbrok exact their revenge on Aella
character_event = {
	id = 62950

	is_triggered_only = yes # on_become_imprisoned_any_reason
	hide_window = yes

	trigger = {
		character = c_163103 # Aella

		FROM = {
			OR = {
				character = c_163108 # Bjrn Ironside
				character = c_163110 # Sigurd
				character = c_163111 # Ivar
				character = c_163112 # Halfdan
				character = c_163119 # Ubbe
			}
		}

		NOT = { has_character_flag = aella_punished }
	}

	immediate = {
		set_character_flag = aella_punished

		FROM = {
			character_event = { id = 62951 }
		}
	}
}

character_event = {
	id = 62951
	title = EVTNAME62951
	desc = EVTDESC62951
	picture = GFX_evt_torture
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA62951 # Blood Eagle

		FROM = {
			show_scope_change = no

			death = {
				death_reason = death_execution_blood_eagle
				killer = ROOT
			}
		}

		prestige = 500
	}

	option = {
		name = EVTOPTB62951 # Sacrifice

		FROM = {
			show_scope_change = no

			death = {
				death_reason = death_sacrificed_norse
				killer = ROOT
			}
		}

		piety = 250

		ai_chance = { factor = 0 }
	}

	option = {
		name = EVTOPTC62951 # Blinding & Castration

		prestige = 500

		if = {
			limit = {
				lifestyle_traits < 1
				NOT = { has_dlc = "Way of Life" }
			}

			add_trait = impaler
		}

		tooltip = {
			FROM = {
				show_scope_change = no

				add_trait = eunuch

				if = {
					limit = { trait = one_eyed }
					remove_trait = one_eyed
				}

				add_trait = blinded
				add_trait = wounded
			}
		}

		hidden_effect = {
			FROM = {
				if = {
					limit = { has_nickname = no }
					give_nickname = nick_the_eyeless
				}

				character_event = { id = 62952 }
			}
		}

		ai_chance = { factor = 0 }
	}

	option = {
		name = EVTOPTD62951 # Other plans

		ai_chance = { factor = 0 }
	}
}


character_event = {
	id = 62952
	title = EVTNAME62951
	desc = EVTDESC62952
	picture = GFX_evt_torture
	border = GFX_event_normal_frame_war

	is_triggered_only = yes

	option = {
		name = EVTOPTA62952

		add_trait = eunuch

		if = {
			limit = { trait = one_eyed }
			remove_trait = one_eyed
		}

		add_trait = blinded
		add_trait = wounded

		hidden_effect = {
			if = {
				limit = { has_nickname = no }
				give_nickname = nick_the_eyeless
			}

			opinion = {
				name = opinion_hate
				who = FROM
				years = 100
			}
		}
	}
}