namespace = military

# Command Assignments
# Given by liege
character_event = {
	id = military.100
	desc = "EVTDESCMILITARY100"
	picture = GFX_evt_promotion
	is_triggered_only = yes
	
	trigger = { liege = { has_regent = no } }
	
	option = { name = "EVTOPTCONFIRM" }
}
# Given by regent
character_event = {
	id = military.101
	desc = "EVTDESCMILITARY101"
	picture = GFX_evt_promotion
	is_triggered_only = yes
	
	trigger = { liege = { has_regent = yes } }
	
	option = { name = "EVTOPTCONFIRM" }
}
# Occupations Authorized
character_event = {
	id = military.300
	desc = "EVTDESCMILITARY300"
	picture = GFX_evt_war
	border = GFX_evt_frame_character_war
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTCONFIRM"
		prestige = -300
		clr_character_flag = flag_authorizing_occupations
		clr_character_flag = flag_authorized_occupations
		set_character_flag = flag_authorized_occupations
		any_realm_character = {
			limit = {
				OR = {
					is_military_directorate = yes
					is_military_command = yes
				}
				demesne_size = 1
				higher_tier_than = baron
				any_liege = { character = ROOT }
			}
			opinion = { who = ROOT modifier = opinion_granted_me_claim }
			hidden_tooltip = { character_event = { id = military.301 } }
		}
		any_current_enemy = {
			limit = { liege_before_war = { character = ROOT } }
			opinion = { who = ROOT modifier = opinion_granted_claim_on_my_title }
			hidden_tooltip = {
				character_event = { id = military.302 }
			}
		}
	}
	option = {
		name = "EVTOPTNEVERMIND"
		clr_character_flag = flag_authorizing_occupations
		ai_chance = { factor = 0 }
	}
}
character_event = {
	id = military.301
	desc = "EVTDESCMILITARY301"
	picture = GFX_evt_war
	border = GFX_evt_frame_character_war
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTCONFIRM"
		FROM = {
			any_current_enemy = {
				limit = { liege_before_war = { character = ROOT } }
				any_demesne_title = { add_claim = ROOT }
			}
		}
	}
}
character_event = {
	id = military.302
	desc = "EVTDESCMILITARY302"
	picture = GFX_evt_war
	border = GFX_evt_frame_character_war
	is_triggered_only = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Bounce to get officer
character_event = {
	id = military.1000
	hide_window = yes
	is_triggered_only = yes
	
	immediate = { liege = { character_event = { id = military.1001 } } }
}
# Select a target for the campaign
character_event = {
	id = military.1001
	desc = "EVTDESCMILITARY1001"
	picture = GFX_evt_battle
	border = GFX_event_character_frame_war
	is_triggered_only = yes
	
	option = {
		trigger = {
			any_current_enemy = {
				top_liege = { character = PREV }
				OR = {
					any_war = {
						attacker = { character = PREV }
						any_defender = { character = ROOT }
					}
					any_war = {
						defender = { character = PREV }
						any_attacker = { character = ROOT }
					}
				}
				NOT = {
					any_war = {
						using_cb = cb_military_campaign
						attacker = { character = FROM }
					}
				}
			}
		}
		# Go after the ringleaders
		name = "EVTOPTAMILITARY1001"
		any_current_enemy = {
			limit = {
				top_liege = { character = PREV }
				OR = {
					any_war = {
						attacker = { character = PREV }
						any_defender = { character = ROOT }
					}
					any_war = {
						defender = { character = PREV }
						any_attacker = { character = ROOT }
					}
				}
				NOT = {
					any_war = {
						using_cb = cb_military_campaign
						attacker = { character = FROM }
					}
				}
			}
			hidden_tooltip = { character_event = { id = military.1002 } }
			reverse_war = { target = FROM casus_belli = cb_military_campaign }
		}
		clr_character_flag = flag_ordering_military_campaign
		ai_chance = {
			factor = 100
			# This enemy could easily be crushed
			modifier = {
				factor = 2
				any_current_enemy = {
					top_liege = { character = PREV }
					OR = {
						any_war = {
							attacker = { character = PREV }
							any_defender = { character = ROOT }
						}
						any_war = {
							defender = { character = PREV }
							any_attacker = { character = ROOT }
						}
					}
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					NOT = { higher_tier_than = count }
				}
			}
			# Prioritize other types of enemies if this enemy is already occupied
			modifier = {
				factor = 0.5
				any_current_enemy = {
					top_liege = { character = PREV }
					OR = {
						any_war = {
							attacker = { character = PREV }
							any_defender = { character = ROOT }
						}
						any_war = {
							defender = { character = PREV }
							any_attacker = { character = ROOT }
						}
					}
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					any_war = {
						using_cb = cb_military_campaign
						attacker = { liege = { character = ROOT } }
						war_score = -50
					}
				}
			}
			modifier = {
				factor = 0.5
				any_current_enemy = {
					top_liege = { character = PREV }
					OR = {
						any_war = {
							attacker = { character = PREV }
							any_defender = { character = ROOT }
						}
						any_war = {
							defender = { character = PREV }
							any_attacker = { character = ROOT }
						}
					}
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					any_war = {
						using_cb = cb_military_campaign
						attacker = { liege = { character = ROOT } }
						war_score = 0
					}
				}
			}
			modifier = {
				factor = 0.5
				any_current_enemy = {
					top_liege = { character = PREV }
					OR = {
						any_war = {
							attacker = { character = PREV }
							any_defender = { character = ROOT }
						}
						any_war = {
							defender = { character = PREV }
							any_attacker = { character = ROOT }
						}
					}
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					any_war = {
						using_cb = cb_military_campaign
						attacker = { liege = { character = ROOT } }
						war_score = 50
					}
				}
			}
		}
	}
	option = {
		# Go after the single greatest threat
		trigger = {
			any_current_enemy = {
				top_liege = { character = PREV }
				ROOT = {
					NOT = {
						any_current_enemy = {
							NOT = { character = PREVPREV }
							relative_power = { who = PREVPREV power = 1 }
						}
					}
				}
				NOT = {
					any_war = {
						using_cb = cb_military_campaign
						attacker = { character = FROM }
					}
				}
			}
		}
		name = "EVTOPTBMILITARY1001"
		random_current_enemy = {
			limit = {
				top_liege = { character = PREV }
				ROOT = {
					NOT = {
						any_current_enemy = {
							NOT = { character = PREVPREV }
							relative_power = { who = PREVPREV power = 1 }
						}
					}
				}
				NOT = {
					any_war = {
						using_cb = cb_military_campaign
						attacker = { character = FROM }
					}
				}
			}
			hidden_tooltip = { character_event = { id = military.1002 } }
			reverse_war = { target = FROM casus_belli = cb_military_campaign }
		}
		clr_character_flag = flag_ordering_military_campaign
		ai_chance = {
			factor = 50
			# This enemy could easily be crushed
			modifier = {
				factor = 2
				any_current_enemy = {
					top_liege = { character = PREV }
					ROOT = {
						NOT = {
							any_current_enemy = {
								NOT = { character = PREVPREV }
								relative_power = { who = PREVPREV power = 1 }
							}
						}
					}
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					NOT = { higher_tier_than = count }
				}
			}
			# Prioritize other types of enemies if this enemy is already occupied
			modifier = {
				factor = 0.5
				any_current_enemy = {
					top_liege = { character = PREV }
					ROOT = {
						NOT = {
							any_current_enemy = {
								NOT = { character = PREVPREV }
								relative_power = { who = PREVPREV power = 1 }
							}
						}
					}
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					any_war = {
						using_cb = cb_military_campaign
						attacker = { liege = { character = ROOT } }
						war_score = -50
					}
				}
			}
			modifier = {
				factor = 0.5
				any_current_enemy = {
					top_liege = { character = PREV }
					ROOT = {
						NOT = {
							any_current_enemy = {
								NOT = { character = PREVPREV }
								relative_power = { who = PREVPREV power = 1 }
							}
						}
					}
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					any_war = {
						using_cb = cb_military_campaign
						attacker = { liege = { character = ROOT } }
						war_score = 0
					}
				}
			}
			modifier = {
				factor = 0.5
				any_current_enemy = {
					top_liege = { character = PREV }
					ROOT = {
						NOT = {
							any_current_enemy = {
								NOT = { character = PREVPREV }
								relative_power = { who = PREVPREV power = 1 }
							}
						}
					}
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					any_war = {
						using_cb = cb_military_campaign
						attacker = { liege = { character = ROOT } }
						war_score = 50
					}
				}
			}
		}
	}
	option = {
		# Go after all enemies nearby
		trigger = {
			any_current_enemy = {
				top_liege = { character = PREV }
				any_realm_province = { NOT = { distance = { who = FROM value = 500 } } }
				NOT = {
					any_war = {
						using_cb = cb_military_campaign
						attacker = { character = FROM }
					}
				}
			}
		}
		name = "EVTOPTCMILITARY1001"
		any_current_enemy = {
			limit = {
				top_liege = { character = PREV }
				any_realm_province = { NOT = { distance = { who = FROM value = 500 } } }
				NOT = {
					any_war = {
						using_cb = cb_military_campaign
						attacker = { character = FROM }
					}
				}
			}
			hidden_tooltip = { character_event = { id = military.1002 } }
			reverse_war = { target = FROM casus_belli = cb_military_campaign }
		}
		clr_character_flag = flag_ordering_military_campaign
		ai_chance = {
			factor = 25
			# This enemy could easily be crushed
			modifier = {
				factor = 2
				any_current_enemy = {
					top_liege = { character = PREV }
					any_realm_province = { NOT = { distance = { who = FROM value = 500 } } }
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					NOT = { higher_tier_than = count }
				}
			}
			# Prioritize other types of enemies if this enemy is already occupied
			modifier = {
				factor = 0.5
				any_current_enemy = {
					top_liege = { character = PREV }
					any_realm_province = { NOT = { distance = { who = FROM value = 500 } } }
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					any_war = {
						using_cb = cb_military_campaign
						attacker = { liege = { character = ROOT } }
						war_score = -50
					}
				}
			}
			modifier = {
				factor = 0.5
				any_current_enemy = {
					top_liege = { character = PREV }
					any_realm_province = { NOT = { distance = { who = FROM value = 500 } } }
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					any_war = {
						using_cb = cb_military_campaign
						attacker = { liege = { character = ROOT } }
						war_score = 0
					}
				}
			}
			modifier = {
				factor = 0.5
				any_current_enemy = {
					top_liege = { character = PREV }
					any_realm_province = { NOT = { distance = { who = FROM value = 500 } } }
					NOT = {
						any_war = {
							using_cb = cb_military_campaign
							attacker = { character = FROM }
						}
					}
					any_war = {
						using_cb = cb_military_campaign
						attacker = { liege = { character = ROOT } }
						war_score = 50
					}
				}
			}
		}
	}
	option = {
		# Nevermind
		name = "EVTOPTNEVERMIND"
		clr_character_flag = flag_ordering_military_campaign
		ai_chance = { factor = 0 }
	}
}

# Bounce to get target
character_event = {
	id = military.1002
	hide_window = yes
	is_triggered_only = yes
	
	immediate = { FROMFROM = { letter_event = { id = military.1003 } } }
}

# Inform officer
letter_event = {
	id = military.1003
	desc = "EVTDESCMILITARY1003"
	show_from_from = yes
	border = GFX_event_letter_frame_war
	is_triggered_only = yes
	
	option = { name = "EVTOPTCONFIRM" }
}

# Help the AI with identifying targets of opportunity
# County Conquest
character_event = {
	id = military.2000
	hide_window = yes
	
	min_age = 20
	only_rulers = yes
	only_capable = yes
	prisoner = no
	
	trigger = {
		ai = yes
		independent = yes
		has_regent = no
		war = no
		NOT = { has_character_modifier = constitutional_crisis }
		wealth = 0
		monthly_income = 0
		OR = {
			religion = terran_imperial
			religion = astrist
			religion = neo_feudal
		}
		any_realm_province = {
			any_neighbor_province = {
				county = {
					holder_scope = {
						top_liege = {
							NOT = { same_realm = ROOT }
							NOT = { reverse_opinion = { who = ROOT value = 0 } }
							NOT = { has_truce = ROOT }
							NOT = { relative_power = { power = 1.0 who = ROOT } }
							NOT = {
								any_allied_character = {
									OR = {
										character = ROOT
										relative_power = { power = 1.0 who = ROOT }
									}
								}
							}
						}
					}
				}
			}
		}
	}
	mean_time_to_happen = {
		months = 120
		modifier = {
			factor = 0.25
			has_ambition = obj_become_emperor
		}
		modifier = {
			factor = 0.5
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = cold
		}
		modifier = {
			factor = 2
			trait = content
		}
		modifier = {
			factor = 2
			trait = friendly
		}
		modifier = {
			factor = 2
			trait = craven
		}
	}
	immediate = {
		random_realm_province = {
			limit = {
				any_neighbor_province = {
					county = {
						holder_scope = {
							top_liege = {
								NOT = { same_realm = ROOT }
								NOT = { reverse_opinion = { who = ROOT value = 0 } }
								NOT = { has_truce = ROOT }
								NOT = { relative_power = { power = 1.0 who = ROOT } }
								NOT = {
									any_allied_character = {
										OR = {
											character = ROOT
											relative_power = { power = 1.0 who = ROOT }
										}
									}
								}
							}
						}
					}
				}
			}
			random_neighbor_province = {
				limit = {
					county = {
						holder_scope = {
							top_liege = {
								NOT = { same_realm = ROOT }
								NOT = { reverse_opinion = { who = ROOT value = 0 } }
								NOT = { has_truce = ROOT }
								NOT = { relative_power = { power = 1.0 who = ROOT } }
								NOT = {
									any_allied_character = {
										OR = {
											character = ROOT
											relative_power = { power = 1.0 who = ROOT }
										}
									}
								}

							}
						}
					}
				}
				county = {
					holder_scope = {
						top_liege = {
							reverse_war = {
								target = ROOT
								casus_belli = county_conquest
								thirdparty_title = PREVPREV
							}
						}
					}
				}
			}
		}
	}
}
# Religious Liberation
character_event = {
	id = military.2100
	hide_window = yes
	
	min_age = 20
	only_rulers = yes
	only_capable = yes
	prisoner = no
	
	trigger = {
		ai = yes
		independent = yes
		has_regent = no
		war = no
		NOT = { has_character_modifier = constitutional_crisis }
		wealth = 0
		monthly_income = 0
		not = { religion = space_pirate }
		OR = {
			trait = radical
			trait = ambitious
		}
		NOT = { trait = content }
		NOT = { trait = friendly }
		any_realm_province = {
			any_neighbor_province = {
				religion = ROOT
				duchy = {
					holder_scope = {
						top_liege = {
							NOT = { same_realm = ROOT }
							NOT = { reverse_opinion = { who = ROOT value = 0 } }
							NOT = { religion = ROOT }
							NOT = { has_truce = ROOT }
							ROOT = { relative_power = { who = PREV power = 3.0 } }
							NOT = { is_allied_with = ROOT }
						}
					}
				}
			}
		}
	}
	mean_time_to_happen = {
		months = 120
		modifier = {
			factor = 0.25
			has_ambition = obj_become_emperor
		}
		modifier = {
			factor = 0.5
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = cold
		}
		modifier = {
			factor = 0.5
			trait = radical
		}
		modifier = {
			factor = 2
			trait = pragmatic
		}
		modifier = {
			factor = 2
			trait = craven
		}
	}
	immediate = {
		random_realm_province = {
			limit = {
				any_neighbor_province = {
					religion = ROOT
					duchy = {
						holder_scope = {
							top_liege = {
								NOT = { same_realm = ROOT }
								NOT = { reverse_opinion = { who = ROOT value = 0 } }
								NOT = { religion = ROOT }
								NOT = { has_truce = ROOT }
								ROOT = { relative_power = { who = PREV power = 3.0 } }
								NOT = { is_allied_with = ROOT }
							}
						}
					}
				}
			}
			random_neighbor_province = {
				limit = {
					religion = ROOT
					duchy = {
						holder_scope = {
							top_liege = {
								NOT = { same_realm = ROOT }
								NOT = { reverse_opinion = { who = ROOT value = 0 } }
								NOT = { religion = ROOT }
								NOT = { has_truce = ROOT }
								ROOT = { relative_power = { who = PREV power = 3.0 } }
								NOT = { is_allied_with = ROOT }
							}
						}
					}
				}
				duchy = {
					holder_scope = {
						top_liege = {
							reverse_war = {
								target = ROOT
								casus_belli = religious_liberation
								thirdparty_title = PREVPREV
							}
						}
					}
				}
			}
		}
	}
}
# Cultural Liberation
character_event = {
	id = military.2200
	hide_window = yes
	
	min_age = 20
	only_rulers = yes
	only_capable = yes
	prisoner = no
	
	trigger = {
		ai = yes
		independent = yes
		has_regent = no
		war = no
		NOT = { has_character_modifier = constitutional_crisis }
		wealth = 0
		monthly_income = 0
		OR = {
			trait = ambitious
			trait = proud
		}
		NOT = { trait = content }
		NOT = { trait = humble }
		NOT = { trait = friendly }
		any_realm_province = {
			any_neighbor_province = {
				culture_group = ROOT
				duchy = {
					holder_scope = {
						top_liege = {
							NOT = { same_realm = ROOT }
							NOT = { reverse_opinion = { who = ROOT value = 0 } }
							NOT = { has_truce = ROOT }
							NOT = { relative_power = { power = 1.0 who = ROOT } }
							NOT = { culture_group = PREVPREV }
							NOT = {
								any_allied_character = {
									OR = {
										character = ROOT
										relative_power = { power = 1.0 who = ROOT }
									}
								}
							}
						}
					}
				}
			}
		}
	}
	mean_time_to_happen = {
		months = 120
		modifier = {
			factor = 0.25
			has_ambition = obj_become_emperor
		}
		modifier = {
			factor = 0.5
			trait = ambitious
		}
		modifier = {
			factor = 0.5
			trait = cold
		}
		modifier = {
			factor = 2
			trait = craven
		}
	}
	immediate = {
		random_realm_province = {
			limit = {
				any_neighbor_province = {
					culture_group = ROOT
					duchy = {
						holder_scope = {
							top_liege = {
								NOT = { same_realm = ROOT }
								NOT = { reverse_opinion = { who = ROOT value = 0 } }
								NOT = { has_truce = ROOT }
								NOT = { relative_power = { power = 1.0 who = ROOT } }
								NOT = { culture_group = PREVPREV }
								NOT = {
									any_allied_character = {
										OR = {
											character = ROOT
											relative_power = { power = 1.0 who = ROOT }
										}
									}
								}
							}
						}
					}
				}
			}
			random_neighbor_province = {
				limit = {
					culture_group = ROOT
					duchy = {
						holder_scope = {
							top_liege = {
								NOT = { same_realm = ROOT }
								NOT = { reverse_opinion = { who = ROOT value = 0 } }
								NOT = { has_truce = ROOT }
								NOT = { relative_power = { power = 1.0 who = ROOT } }
								NOT = { culture_group = PREVPREV }
								NOT = {
									any_allied_character = {
										OR = {
											character = ROOT
											relative_power = { power = 1.0 who = ROOT }
										}
									}
								}
							}
						}
					}
				}
				duchy = {
					holder_scope = {
						top_liege = {
							reverse_war = {
								target = ROOT
								casus_belli = cultural_liberation
								thirdparty_title = PREVPREV
							}
						}
					}
				}
			}
		}
	}
}

# Have the AI transfer orphaned military commands to the military
character_event = {
	id = military.3000
	hide_window = yes
	
	only_rulers = yes
	min_age = 18
	prisoner = no
	capable_only = yes
	
	trigger = {
		any_demesne_title = {
			is_tribal_type_title = yes
			dejure_liege_title = { holder_scope = { is_liege_of = ROOT } }
		}
		liege = {
			ai = yes
			any_vassal = {
				OR = {
					government = military_directorate
					government = military_command
				}
				# Must be transferable
				OR = {
					tier = count
					primary_title = { dejure_liege_title = { holder_scope = { character = ROOT } } }
				}
				primary_title = {
					# Try to keep command chains localized
					# i.e., don't assign a commander in al-Samawat to the Solar Guard
					NOT = {
						kingdom = {
							ROOT = {
								NOT = { has_landed_title = PREV }
								NOT = {
									any_realm_title = {
										kingdom = { title = PREVPREVPREV }
										is_tribal_type_title = yes
										has_holder = yes
										holder_scope = {
											NOT = { character = ROOT }
											same_liege = ROOT
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}
	
	mean_time_to_happen = {
		months = 120
		modifier = {
			factor = 2
			liege = { is_military_trigger = yes }
		}
		modifier = {
			factor = 0.8
			reverse_opinion = { who = liege value = 100 }
		}
		modifier = {
			factor = 0.8
			reverse_opinion = { who = liege value = 90 }
		}
		modifier = {
			factor = 0.8
			reverse_opinion = { who = liege value = 80 }
		}
		modifier = {
			factor = 0.8
			reverse_opinion = { who = liege value = 70 }
		}
		modifier = {
			factor = 0.8
			reverse_opinion = { who = liege value = 60 }
		}
		modifier = {
			factor = 0.8
			reverse_opinion = { who = liege value = 50 }
		}
		modifier = {
			factor = 0.8
			reverse_opinion = { who = liege value = 40 }
		}
		modifier = {
			factor = 0.8
			reverse_opinion = { who = liege value = 30 }
		}
		modifier = {
			factor = 0.8
			reverse_opinion = { who = liege value = 20 }
		}
		modifier = {
			factor = 0.8
			reverse_opinion = { who = liege value = 10 }
		}
		modifier = {
			factor = 1.25
 			NOT = { reverse_opinion = { who = liege value = -9 } }
		}
		modifier = {
			factor = 1.25
 			NOT = { reverse_opinion = { who = liege value = -19 } }
		}
		modifier = {
			factor = 1.25
 			NOT = { reverse_opinion = { who = liege value = -29 } }
		}
		modifier = {
			factor = 1.25
 			NOT = { reverse_opinion = { who = liege value = -39 } }
		}
		modifier = {
			factor = 1.25
 			NOT = { reverse_opinion = { who = liege value = -49 } }
		}
		modifier = {
			factor = 1.25
 			NOT = { reverse_opinion = { who = liege value = -59 } }
		}
		modifier = {
			factor = 1.25
 			NOT = { reverse_opinion = { who = liege value = -69 } }
		}
		modifier = {
			factor = 1.25
 			NOT = { reverse_opinion = { who = liege value = -79 } }
		}
		modifier = {
			factor = 1.25
 			NOT = { reverse_opinion = { who = liege value = -89 } }
		}
		modifier = {
			factor = 1.25
 			NOT = { reverse_opinion = { who = liege value = -99 } }
		}
	}
	
	immediate = { liege = { character_event = { id = military.3001 } } }
}

character_event = {
	id = military.3001
	hide_window = yes
	is_triggered_only = yes
	
	trigger = { ai = yes } # Double-check
	
	immediate = {
		random_vassal = {
			limit = {
				OR = {
					government = military_directorate
					government = military_command
				}
				# Must be transferable
				OR = {
					tier = count
					primary_title = { dejure_liege_title = { holder_scope = { character = ROOT } } }
				}
				primary_title = {
					# Try to keep command chains localized
					# i.e., don't assign a commander in al-Samawat to the Solar Guard
					NOT = {
						kingdom = {
							ROOT = {
								NOT = { has_landed_title = PREV }
								NOT = {
									any_realm_title = {
										kingdom = { title = PREVPREVPREV }
										is_tribal_type_title = yes
										has_holder = yes
										holder_scope = {
											NOT = { character = ROOT }
											same_liege = ROOT
										}
									}
								}
							}
						}
					}
				}
			}
			set_defacto_liege = FROM
			letter_event = { id = military.3002 }
		}
		reverse_opinion = { who = FROM modifier = opinion_vassal_transfer }
	}
}
letter_event = {
	id = military.3002
	desc = "EVTDESCMILITARY3002"
	is_triggered_only = yes
	
	immediate = { FROMFROM = { letter_event = { id = military.3003 } } }
	
	option = {
		name = "EVTOPTCONFIRM"
		tooltip = { set_defacto_liege = FROMFROM }
	}
}
letter_event = {
	id = military.3003
	desc = "EVTDESCMILITARY3003"
	is_triggered_only = yes
	
	option = {
		name = "EVTOPTCONFIRM"
		tooltip = { FROM = { set_defacto_liege = ROOT } }
	}
}