namespace=destin_conquerant_Divinite
######################################
####### Divinite			   #######
######################################
character_event = {
	id = destin_conquerant_Divinite.1
	hide_window = yes
	is_triggered_only = yes
	immediate = {
		create_bloodline = {
			type = great_conqueror_male
		}
		new_bloodline = {
			set_description = "bloodline_desc_great_conqueror"
		}	
		save_event_target_as = great_conqueror
		set_character_flag = great_conqueror
		prestige = 2000
		piety = 1000
		wealth = 500
		health = 1
		fertility = 0.5
		remove_trait = weak
		remove_trait = slow
		remove_trait = imbecile
		remove_trait = dull
		remove_trait = content
		remove_trait = shy
		remove_trait = slothful
		add_trait = diligent
		add_trait = ambitious
		add_trait = adventurer	
		random_list = {
			20 = {
				add_trait = strong
				add_trait = sturdy
			}
			20 = {
				add_trait = strong
				add_trait = genius
			}
			20 = {
				add_trait = strong
				add_trait = shrewd
			}
			20 = {
				add_trait = strong
				add_trait = robust
			}
			20 = {
				add_trait = genius
				add_trait = robust
			}
		}	
		random = {
			chance = 10
			remove_trait = dwarf
			add_trait = giant
		}	
		if = {
			limit = {
				graphical_culture = horsegfx
			}
			random = {
				chance = 10
				add_artifact = crown_unicorn_helmet
			}
		}	
		add_artifact = sword_great_conqueror
		new_artifact = {
			set_name = conqueror_sword_name
			set_description = conqueror_sword_desc
		}	
		if = {
			limit = {
				is_nomadic = no
			}
			capital_scope = {
				event_target:great_conqueror = {
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						scaled_by_biggest_garrison = 0.8
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							archers = { 6 6 }
							light_cavalry = { 3 3 }
							knights = { 1 1 }
							light_infantry = { 7 7 }
							heavy_infantry = { 3 3 }
						}
					}
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						scaled_by_biggest_garrison = 0.8
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							archers = { 6 6 }
							light_cavalry = { 3 3 }
							knights = { 1 1 }
							light_infantry = { 7 7 }
							heavy_infantry = { 3 3 }
						}
					}
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						scaled_by_biggest_garrison = 0.8
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							archers = { 6 6 }
							light_cavalry = { 3 3 }
							knights = { 1 1 }
							light_infantry = { 7 7 }
							heavy_infantry = { 3 3 }
						}
					}
				}
			}
		}
		else_if = {
			limit = {
				is_nomadic = yes
			}			
			capital_scope = {
				event_target:great_conqueror = {
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							light_cavalry = { 700 700 }
							horse_archers = { 500 500 }
							knights = { 100 100 }
						}
					}
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							light_cavalry = { 700 700 }
							horse_archers = { 500 500 }
							knights = { 100 100 }
						}
					}
					spawn_unit = {
						province = PREV
						home = PREV
						owner = event_target:great_conqueror
						attrition = 0.25
						reinforces = yes
						reinforce_rate_multiplier = 0.25
						troops = {
							light_cavalry = { 700 700 }
							horse_archers = { 500 500 }
							knights = { 100 100 }
						}
					}
				}
			}
		}
		if = {
			limit = {
				capital_scope = {
					port = yes
					}
			}
			spawn_fleet = {
				province = closest
				owner = event_target:great_conqueror
				troops = {
					galleys = { 150 150 }
				}
			}
		}
		random_list = {
			10 = {
				give_nickname = nick_the_lawgiver
			}
			10 = {
				give_nickname = nick_the_hammer
			}
			10 = {
				give_nickname = nick_the_conqueror
			}
			10 = {
				give_nickname = nick_the_avenger
			}
			10 = {
				give_nickname = nick_the_fearless
			}
			10 = {
				give_nickname = nick_the_glorious
			}
			10 = {
				give_nickname = nick_the_stranger
			}
			10 = {
				give_nickname = nick_the_legendary
			}
			10 = {
				give_nickname = nick_the_destroyer
			}
			10 = {
				give_nickname = nick_the_world_burner
			}
			10 = {
				give_nickname = nick_the_bear
			}
			10 = {
				give_nickname = nick_the_boar
			}
			10 = {
				give_nickname = nick_the_ironside
			}
			10 = {
				give_nickname = nick_the_lion
			}
			10 = {
				give_nickname = nick_the_lionheart
			}
			10 = {
				give_nickname = nick_the_magnificent
			}
			10 = {
				give_nickname = nick_the_dragon
			}
			10 = {
				give_nickname = nick_the_great
			}
			10 = {
				give_nickname = nick_the_wolf
			}
			10 = {
				give_nickname = nick_the_giant
				add_trait = giant
				remove_trait = dwarf
			}
			10 = {
				give_nickname = nick_the_cyclops
				add_trait = one_eyed
				add_trait = giant
				remove_trait = dwarf
			}
			10 = {
				give_nickname = nick_the_roaring_flame
				set_character_flag = taught_chinese_strategy
				add_trait = master_of_flame
			}
			10 = {
				save_event_target_as = nick_target_the_shield_of_capital
				give_nickname = nick_the_shield_of_capital
			}
			10 = {
				give_nickname = nick_the_goliath
				add_trait = giant
			}
			20 = {
				give_nickname = nick_the_mythological_creature
			}
		}
	}
}